Unreal HeavenThe home of 2v2 and 3v3 iCTF13 Aug 2026, 02:22
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Stealth | 48 | 14 | 17 | 1 | 68 | 82.4 cm | 0.82 | 44% | 29% | 4 | - | 0:24 |
| M0struoso | 38 | 41 | 21 | 3 | 144 | - | 1.95 | 63% | 40% | 13 | - | 0:30 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| M0struoso | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| M0struoso | 4 | 7 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.
M0struoso produced the strongest overall performance, finishing with 38 score, 41 kills, and 63% efficiency.
M0struoso led the fragging pace with 41 kills.
M0struoso posted the best accuracy at 40%.
Banter read: M0struoso made the table look personal with 38 score and 63% efficiency.
The final table reflects the players who converted pressure most consistently across the match.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M0struoso | 1 | 2 | 1 | 2 | 19 | 13 | 2 | 29 | 54 | |||
| Stealth | 1 | 1 | 1 | 6 | 2 | 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.
| 21 |
| 30 |
| Totals | 2 | 2 | 2 | 3 | 25 | 15 | 3 | 50 | 84 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| M0struoso | - | - | - | 41 | 5889 | 128512 | 1 | Occasional lag spikes | |
| Stealth | 25000 | 0 | 0Hz | 44 | 57 | 183 | 3 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| M0struoso | Dominating | Combat | Good game from you, with your performance coming in above normal at 1.24x. Your fighting was efficient and useful: you kept winning duels without giving too many lives back. 3 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Stealth | Stable | Combat | I think you had a steady game at 0.96x; one or two stronger moments would lift it nicely. 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: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |