Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Jun 2026, 15:16
Codex of Wisdom
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 18 | 18 | 3 | 0 | 211 | 13.5 cm | 6.00 | 86% | 40% | 3:39 |
| _-=Pr3dazZz=-FB | 2 | 3 | 18 | 1 | 245 | 36.0 cm | 0.17 | 14% | 16% | 0:36 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 1 | 17 kills |
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Generated from the match events and player statistics.
A decisive Normal Weapons TDM match took place on DM-Codex, with 2 active players recorded in the report.
-uh.StarzZz`- produced the strongest overall performance, finishing with 18 score, 18 kills, and 86% efficiency.
-uh.StarzZz`- led the fragging pace with 18 kills.
-uh.StarzZz`- posted the best accuracy at 40%.
Banter read: -uh.StarzZz`- made the table look personal with 18 score and 86% efficiency.
-uh.StarzZz`- 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.
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 2 | 1 | 3 | |||||||
| -uh.StarzZz`- | 5 | 2 | 2 | 5 | 4 | 18 | ||||
| Totals | 7 | 2 | 2 | 1 | 5 | 4 | 21 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 8 | 8 | 25 | 18 | 48 | 40 | 129 | |||||
| _-=Pr3dazZz=- | 2 | 2 | 8 | 6 |
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.
| 30 |
| 32 |
| 74 |
| Totals | 10 | 10 | 33 | 24 | 78 | 72 | 203 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 17 | 17 | 17 | 0 | Good connection | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 15 | 15 | 15 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -uh.StarzZz`- | Godlike | Combat | You put together a top-level game here and finished at 1.80x. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 86% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| _-=Pr3dazZz=- | Feeding | Combat | This was a hard outing for you at 0.30x; treat it as a reset point, not a verdict on your ability. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 14% efficiency hurt you here; I think the priority is taking fewer low-percentage fights and resetting before you are forced into bad trades. Next focus: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |