Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Jul 2026, 15:21
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 50 | 50 | 22 | 0 | 135 | 20.3 cm | 2.27 | 69% | 52% | 24 | - | 0:20 |
| Shadow | 31 | 31 | 35 | 0 | 142 | - | 0.89 | 47% | 36% | 21 | - | 0:12 |
| saxon | 21 | 21 | 17 | 0 | 77 | - | 1.24 | 55% | 41% | 17 | - | 0:13 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 6 | 1 | 3 kills | ||||
| saxon | 2 | 1 | 5 kills | ||||
| Shadow | 4 | 2 kills |
| Player |
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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.
pho` produced the strongest overall performance, finishing with 50 score, 50 kills, and 69% efficiency.
pho` led the fragging pace with 50 kills.
pho` posted the best accuracy at 52%.
Community desk: pho` brought pug-bot-captain energy to a combat report, probably still trying to draft a team out of pure habit.
pho` hit 52% 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.
| 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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| pho` | 2 | 1 | 15 kills | |||
| saxon | 1 | 9 kills | ||||
| Shadow | 4 kills |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 4 | 7 | 4 | 1 | 39 | 29 | 4 | 31 | 83 | |||
| Shadow | 1 | 1 | 3 | 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.
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.
| Total |
|---|
| 10 |
| 92 |
| 102 |
| 36 |
| 41 |
| yapp | 18 | 18 |
| saxon |
| Totals | 4 | 7 | 5 | 2 | 42 | 32 | 4 | 85 | 142 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| pho` | 25000 | 400 | 280Hz | 16 | 21 | 22 | 0 | Sawtooth variation | |
| Shadow | - | - | - | 35 | 51 | 183 | 4 | Unstable spikes | |
| saxon | 30000 | 600 | 500Hz | 15 | 17 | 29 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Combat | You had a huge game and played well above your usual level at 1.55x. You gave your team strong combat value, especially because your kills came with good efficiency. 69% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| saxon | Stable | Combat | You played around your normal level at 1.08x, so your focus should be small improvements rather than a full reset. Your score and survival worked together well, which is exactly what helps in DM/TDM. 41% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| Shadow | Stable | Combat | I think you had a steady game at 0.92x; one or two stronger moments would lift it nicely. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: slow the re-peek after death, rebuild with weapons or armour, then take the fight on your terms. |