Unreal HeavenThe home of 2v2 and 3v3 iCTF28 Aug 2026, 18:44
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 50 | 50 | 42 | 0 | 204 | - | 1.19 | 54% | 40% | 30 | - | 0:15 |
| Stealth | 39 | 25 | 25 | 1 | 275 | 82.4 cm | 1.00 | 49% | 11% | 8 | - | 0:14 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Stealth | 1 | 3 kills | |||||
| Shadow | 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Stealth |
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.
Shadow produced the strongest overall performance, finishing with 50 score, 50 kills, and 54% efficiency.
Shadow led the fragging pace with 50 kills.
Shadow posted the best accuracy at 40%.
Banter read: Shadow made the table look personal with 50 score and 54% efficiency.
Shadow hit 40% 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.
| 4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 2 | 41 | 43 | |||||||||
| Stealth | 3 | 1 | 1 | 1 | 10 | 6 |
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.
| 26 |
| 43 |
| Totals | 3 | 1 | 1 | 1 | 12 | 6 | 67 | 86 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Shadow | - | - | - | 32 | 52 | 156 | 5 | Unstable spikes | |
| Stealth | 25000 | 0 | 0Hz | 45 | 74 | 181 | 5 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Shadow | Dominating | Combat | I think you can take confidence from this one; you played above expectation at 1.23x. Your score and survival worked together well, which is exactly what helps in DM/TDM. 40% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| Stealth | Stable | Combat | I think you had a steady game at 0.95x; one or two stronger moments would lift it nicely. Your score and survival worked together well, which is exactly what helps in DM/TDM. 11% accuracy suggests you were working hard for each frag; cleaner first shots and better angles would lift your efficiency. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |