30 Oct 2026, 17:19
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dim | 24 | 18 | 12 | 0 | 51 | - | 1.50 | 60% | 39% | 1 | - | 0:24 |
| cG | 13 | 13 | 27 | 0 | 88 | - | 0.48 | 33% | 33% | 4 | - | 0:14 |
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 2 active players recorded in the report.
dim produced the strongest overall performance, finishing with 24 score, 18 kills, and 60% efficiency.
dim led the fragging pace with 18 kills.
dim posted the best accuracy at 39%.
Banter read: dim was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
The final table reflects the players who converted pressure most consistently across the match.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dim | Godlike | Combat | You put together a top-level game here and finished at 1.37x. Your score and survival worked together well, which is exactly what helps in DM/TDM. 60% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| cG | Feeding | Combat | You had a tough match at 0.57x, well below your usual level, but I think it is fixable. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 33% efficiency hurt you here; I think the priority is taking fewer low-percentage fights and resetting before you are forced into bad trades. Next focus: stop gambling alone into bad positions and take fights from areas you can escape from. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| cG | 1 | 9 | 5 | 1 | 29 | 38 | ||||||
| dim | 1 | 2 | 1 | 5 | 12 | 10 | 1 |
Weapon kills and pickup control for this match only.
Red vs Blue armor, pads, belt, and amp control for this match.
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
Each coloured line is a player. Hover dots to see which pickup they collected.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
| 15 |
| 37 |
| Totals | 1 | 2 | 1 | 6 | 21 | 15 | 2 | 44 | 75 |
Kills by weapon in this match.
Best player and weapon pairings in this match.
Different summary from the timeline graph: pickup types, power pickups, and first/last control moments.
Uses the match ngLog and UHNet connection values: client NetSpeed, client FPS when logged, and ping samples across the match. Min, Avg and Max summarise the ping range, the trace shows the connection pattern, and spikes mark sudden jumps.
| Player | Client NetSpeed | Client FPS | Refresh | Min | Avg | Max | Spikes | Ping Trace | Pattern |
|---|---|---|---|---|---|---|---|---|---|
| dim | - | - | - | 42 | 43 | 43 | 0 | Good connection | |
| cG | - | - | - | 113 | 140 | 256 | 6 | Unstable spikes |