Unreal HeavenThe home of 2v2 and 3v3 iCTF6 Sept 2026, 21:55
Viridian Dreams
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide-FB | 42 | 43 | 32 | 1 | 29 | 46.0 cm | 1.34 | 57% | 45% | 0:20 |
| tono | 31 | 32 | 43 | 1 | 25 | 19.6 cm | 0.74 | 42% | 56% | 0:15 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| tono | 2 | 2 kills | |||||
| -cide- | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| tono | 2 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive Normal Weapons TDM match took place on DM-Viridian-TOURNEY, with 2 active players recorded in the report.
-cide- produced the strongest overall performance, finishing with 42 score, 43 kills, and 57% efficiency.
-cide- led the fragging pace with 43 kills.
tono posted the best accuracy at 56%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
tono hit 56% 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.
| 6 kills |
| -cide- | 2 | 5 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
Pickup rows are ready. Counts will fill after pickup aggregates/backfill are available for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| tono | ||||||||||||
| -cide- |
Weapon kills and pickup control for this match only.
Red vs Blue armor, pads, belt, and amp control for this match.
Each coloured line is a player. Hover dots to see which pickup they collected.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
| Totals |
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 |
|---|---|---|---|---|---|---|---|---|---|
| tono | 25000 | 250 | 144Hz | 78 | 92 | 205 | 2 | Occasional lag spikes | |
| -cide- | 30000 | 360 | 240Hz | 30 | 31 | 33 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Dominating | Combat | Good game from you, with your performance coming in above normal at 1.20x. You gave your team a solid score base and avoided turning it into a messy trade game. Your 43-32 scoreline gave you a 1.34 K/D, which shows you were getting more value from your lives than the enemy. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| tono | Stable | Combat | I think you had a steady game at 1.04x; 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. The 32-43 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. Next focus: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |