Unreal HeavenThe home of 2v2 and 3v3 iCTF16 Aug 2026, 13:37
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Intu1tiv3- | 50 | 51 | 16 | 1 | 229 | - | 3.19 | 75% | 27% | 12 | - | 0:33 |
| Stealth | 31 | 31 | 35 | 0 | 204 | 82.4 cm | 0.89 | 47% | 25% | 17 | - | 0:15 |
| milk | 14 | 16 | 12 | 2 | 84 | - | 1.33 | 53% | 36% | 0 | - | 0:16 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Intu1tiv3- | 3 | 2 kills | |||||
| milk | 3 | 2 kills | |||||
| Stealth | 2 | 2 kills |
| Player |
|---|
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 3 active players recorded in the report.
Intu1tiv3- produced the strongest overall performance, finishing with 50 score, 51 kills, and 75% efficiency.
Intu1tiv3- led the fragging pace with 51 kills.
milk posted the best accuracy at 36%.
Banter read: Intu1tiv3- 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.
| Killing Spree |
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| Rampage |
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| Dominating |
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| Unstoppable |
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| Godlike |
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| Best |
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| Intu1tiv3- | 4 | 1 | 11 kills | |||
| milk | 1 | 9 kills | ||||
| Stealth | 3 | 6 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
|---|
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Intu1tiv3- | 2 | 2 | 2 | 6 | 24 | 6 | 15 | 53 | ||||
| Stealth | 2 | 1 | 2 | 6 | 4 | 3 |
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.
| Total |
|---|
| Intu1tiv3- | 13 | 1 | 2 | 6 | 26 | 48 | ||||
| Stealth | 4 | 1 | 23 | 28 | ||||||
| milk | 16 | 16 | ||||||||
| Totals | 33 | 1 | 2 | 7 | 49 | 92 |
| 40 |
| 50 |
| milk | 2 | 4 | 1 | 14 | 13 | 14 | 35 |
| Totals | 4 | 4 | 7 | 9 | 44 | 23 | 3 | 69 | 138 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Intu1tiv3- | - | - | - | 28 | 29 | 29 | 0 | Good connection | |
| Stealth | 25000 | 0 | 0Hz | 45 | 46 | 47 | 0 | Good connection | |
| milk | - | - | - | 20 | 20 | 21 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Intu1tiv3- | Godlike | Combat | I think this was one of your stronger performances, coming in at 2.87x. You gave your team strong combat value, especially because your kills came with good efficiency. 75% 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. |
| Stealth | Struggling | Combat | You had a quieter game than normal at 0.89x; I think the useful part is that your improvement target is visible. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. Nothing was wildly out of line, but improving fight selection and timing around armour, belt, or key weapons would make you harder to control. Next focus: choose fewer isolated fights and use sound, spawn timing, and item control to make the next duel easier. |
| milk | Struggling | Combat | You had a quieter game than normal at 0.83x; I think the useful part is that your improvement target is visible. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |