Unreal HeavenThe home of 2v2 and 3v3 iCTF23 Jul 2026, 18:38
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | 50 | 52 | 19 | 2 | 404 | - | 2.74 | 71% | 21% | 34 | - | 0:31 |
| dim | 10 | 10 | 11 | 0 | 38 | - | 0.91 | 48% | 22% | 1 | - | 0:19 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | 6 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| عناية_منه_بنا | 3 | 1 | 13 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.
عناية_منه_بنا produced the strongest overall performance, finishing with 50 score, 52 kills, and 71% efficiency.
عناية_منه_بنا led the fragging pace with 52 kills.
dim posted the best accuracy at 22%.
Banter read: عناية_منه_بنا 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 |
|---|---|---|---|
| عناية_منه_بنا | Godlike | Combat | I think this was one of your stronger performances, coming in at 1.28x. You gave your team strong combat value, especially because your kills came with good efficiency. 71% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| dim | Feeding | Combat | You had a rough game at 0.73x, so I think your goal should be to simplify and rebuild from safer plays. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: die less by leaving lost fights earlier and returning with a better weapon or armour stack. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | 1 | 2 | 46 | 49 | ||||||
| dim | 5 | 3 | 8 | |||||||
| Totals | 5 | 1 | 2 | 49 | 57 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | 2 | 1 | 10 | 2 | 2 | 24 | 35 | |||||
| dim | 1 | 1 | 1 | 9 | 7 | 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.
| 13 |
| 24 |
| Totals | 1 | 1 | 2 | 2 | 19 | 9 | 3 | 37 | 59 |
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.
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.
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 | - | - | - | 36 | 63 | 137 | 4 | Unstable spikes | |
| عناية_منه_بنا | - | - | - | 181 | 187 | 194 | 0 | Minor variation |