Unreal HeavenThe home of 2v2 and 3v3 iCTF24 Oct 2026, 15:22
DM-Ryan[X]
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| NtmrFB | 3 | 3 | 1 | 0 | 8 | - | 3.00 | 75% | 38% | 0:51 |
| geralducha | 0 | 0 | 0 | 0 | - | - | 0 | 0% | 0% | 0:00 |
Loading player feedback...
Generated from the match events and player statistics.
A tight Instagib DM match took place on DM-Ryan.unr, with 2 active players recorded in the report.
Ntmr produced the strongest overall performance, finishing with 3 score, 3 kills, and 75% efficiency.
Ntmr led the fragging pace with 3 kills.
Ntmr posted the best accuracy at 38%.
Banter read: Ntmr produced the kind of combat line that makes people immediately ask for the next map.
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 |
|---|---|---|---|
| Ntmr | Godlike | Combat | You were one of the players who shaped this match, finishing at 2.00x. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 75% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| geralducha | Feeding | Combat | You had a tough match at 0.00x, well below your usual level, but I think it is fixable. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 0% 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: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Ntmr | 20000 | - | - | 52 | 52 | 52 | 0 | Limited ping data |