Unreal HeavenThe home of 2v2 and 3v3 iCTF20 Jul 2026, 19:04
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dim | 11 | 12 | 12 | 1 | 50 | - | 1.00 | 48% | 30% | 0 | - | 0:26 |
| MontyGoBay | 4 | 6 | 23 | 2 | 120 | - | 0.26 | 19% | 16% | 1 | - | 0:19 |
| pho` | 0 | 0 | 1 | 0 | 0 | 20.3 cm | 0.00 | 0% | 0% | 0 | - | 1:21 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dim | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| dim | 4 kills |
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.
dim produced the strongest overall performance, finishing with 11 score, 12 kills, and 48% efficiency.
dim led the fragging pace with 12 kills.
dim posted the best accuracy at 30%.
Community desk: pho` brought pug-bot-captain energy to a combat report, probably still trying to draft a team out of pure habit.
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 | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| dim | 5 | 1 | 3 | 2 | 11 | |||||
| MontyGoBay | 1 | 4 | 5 | |||||||
| Totals | 5 | 1 | 4 | 6 | 16 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MontyGoBay | 1 | 8 | 6 | 4 | 1 | 28 | 42 | |||||
| dim | 2 | 1 | 1 | 17 | 13 | 2 |
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.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
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.
| 17 |
| 37 |
| pho` |
| Totals | 2 | 2 | 9 | 23 | 17 | 3 | 45 | 79 |
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 | 21 | 21 | 21 | 0 | Good connection | |
| MontyGoBay | - | - | - | 54 | 833302 | 9999000 | 1 | Occasional lag spikes | |
| dim | - | - | - | 41 | 45 | 78 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dim | Godlike | Combat | You played a really good game here and your 1.40x rating shows it. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. Nothing was wildly out of line, but improving fight selection and timing around armour, belt, or key weapons would make you harder to control. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |
| pho` | Stable | Combat | I think you had a steady game at 1.08x; 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. 0% 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. |
| MontyGoBay | Feeding | Combat | You had a tough match at 0.52x, 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. 19% 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: stop gambling alone into bad positions and take fights from areas you can escape from. |