Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Aug 2026, 20:40
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Whoosh | 50 | 50 | 20 | 0 | 161 | - | 2.50 | 71% | 44% | 20 | - | 0:22 |
| Suria | 16 | 17 | 31 | 1 | 88 | - | 0.55 | 35% | 24% | 2 | - | 0:14 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Whoosh | 6 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Whoosh | 4 | 6 kills |
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.
Whoosh produced the strongest overall performance, finishing with 50 score, 50 kills, and 71% efficiency.
Whoosh led the fragging pace with 50 kills.
Whoosh posted the best accuracy at 44%.
Banter read: Whoosh produced the kind of combat line that makes people immediately ask for the next map.
Whoosh hit 44% accuracy, which is exactly the kind of number that creates three separate lag excuses.
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 |
|---|---|---|---|
| Whoosh | Godlike | Combat | You should be happy with this one; your performance was well above your usual level at 1.63x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 71% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Suria | Feeding | Combat | You had a tough match at 0.59x, 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. 35% 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Whoosh | 1 | 4 | 1 | 6 | 23 | 14 | 19 | 60 | ||||
| Suria | 1 | 3 | 22 | 16 |
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.
| 29 |
| 55 |
| Totals | 1 | 4 | 2 | 9 | 45 | 30 | 48 | 115 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Whoosh | - | - | - | 44 | 45 | 48 | 0 | Minor variation | |
| Suria | - | - | - | 76 | 77 | 89 | 0 | Variable ping |