Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Oct 2026, 20:08
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| DeL@sOuL[CH] | 50 | 51 | 33 | 1 | 243 | - | 1.55 | 60% | 23% | 19 | - | 0:21 |
| DaLooser | 32 | 34 | 26 | 2 | 217 | - | 1.31 | 55% | 20% | 22 | - | 0:27 |
| Supak_from_Croatia | 17 | 17 | 15 | 0 | 113 | - | 1.13 | 53% | 19% | 6 | - | 0:20 |
| psych | 1 | 1 | 1 | 0 | 4 | - | 1.00 | 50% | 0% | 0 | - | 0:25 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| DaLooser | 1 | 1 | 3 kills | ||||
| DeL@sOuL[CH] | 3 | 2 kills | |||||
| Supak_from_Croatia | 3 | 2 kills |
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 4 active players recorded in the report.
DeL@sOuL[CH] produced the strongest overall performance, finishing with 50 score, 51 kills, and 60% efficiency.
DeL@sOuL[CH] led the fragging pace with 51 kills.
DeL@sOuL[CH] posted the best accuracy at 23%.
Banter read: DeL@sOuL[CH] was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
The final table reflects the players who converted pressure most consistently across the match.
| Player |
|---|
| Killing Spree |
|---|
| Rampage |
|---|
| Dominating |
|---|
| Unstoppable |
|---|
| Godlike |
|---|
| Best |
|---|
| DaLooser | 3 | 6 kills | ||||
| DeL@sOuL[CH] | 1 | 5 kills | ||||
| Supak_from_Croatia | 3 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| DeL@sOuL[CH] | Stable | Combat | I think you had a steady game at 1.09x; one or two stronger moments would lift it nicely. You gave your team strong combat value, especially because your kills came with good efficiency. 60% 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. |
| DaLooser | Stable | Combat | You were close to your usual level at 1.08x, with room to turn steady play into a bigger influence. Your score and survival worked together well, which is exactly what helps in DM/TDM. Your 34-26 scoreline gave you a 1.31 K/D, which shows you were getting more value from your lives than the enemy. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Supak_from_Croatia | Stable | Combat | You played around your normal level at 1.05x, 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. 19% accuracy suggests you were working hard for each frag; cleaner first shots and better angles would lift your efficiency. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| psych | Feeding | Combat | You had a tough match at 0.70x, well below your usual level, but I think it is fixable. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
|---|
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| DaLooser | 3 | 4 | 3 | 28 | 24 | 3 | 32 | 70 | ||||
| DeL@sOuL[CH] | 1 | 2 | 12 | 7 | 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 |
|---|
| Supak_from_Croatia | 5 | 12 | 17 | |||||||
| DeL@sOuL[CH] | 1 | 3 | 1 | 9 | 32 | 46 | ||||
| DaLooser | 5 | 26 | 31 | |||||||
| psych | 1 | 1 | ||||||||
| Totals | 11 | 3 | 1 | 10 | 70 | 95 |
| 37 |
| 49 |
| Supak_from_Croatia | 2 | 7 | 16 | 25 |
| psych | 1 | 4 | 3 |
| Totals | 4 | 4 | 7 | 47 | 31 | 7 | 89 | 147 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Supak_from_Croatia | - | - | - | 40 | 41 | 42 | 0 | Good connection | |
| DeL@sOuL[CH] | - | - | - | 31 | 35 | 53 | 2 | Occasional lag spikes | |
| DaLooser | - | - | - | 38 | 63 | 159 | 8 | Unstable spikes |