Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Aug 2026, 15:18
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| newut | 4 | 4 | 2 | 0 | 5 | - | 2.00 | 67% | 167% | 1 | - | 0:24 |
| muchi | 2 | 2 | 2 | 0 | 1 | - | 1.00 | 50% | 0% | 0 | - | 0:26 |
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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.
newut produced the strongest overall performance, finishing with 4 score, 4 kills, and 67% efficiency.
newut led the fragging pace with 4 kills.
newut posted the best accuracy at 167%.
Banter read: newut produced the kind of combat line that makes people immediately ask for the next map.
newut hit 167% 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.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| newut | 1 | 3 | 3 | 3 | 8 | |||||||
| muchi | 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.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Each coloured line is a player. Hover dots to see which pickup they collected.
| 3 |
| 4 |
| Totals | 2 | 3 | 3 | 6 | 12 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| muchi | - | - | - | 38 | 40 | 42 | 0 | Limited ping data | |
| newut | 30000 | 0 | 240Hz | 36 | 37 | 37 | 0 | Limited ping data |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| newut | Dominating | Combat | You played well and finished above your usual level at 1.24x. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 67% 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. |
| muchi | Stable | Combat | You played around your normal level at 0.96x, so your focus should be small improvements rather than a full reset. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |