Unreal HeavenThe home of 2v2 and 3v3 iCTF13 Oct 2026, 02:36
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SnakeFB | 50 | 50 | 11 | 0 | 193 | - | 4.55 | 82% | 39% | 25 | - | 0:35 |
| Zillion` | 12 | 12 | 11 | 0 | 47 | - | 1.09 | 52% | 23% | 0 | - | 0:25 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Snake | 6 | 3 | 3 kills | ||||
| Zillion` | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Snake | 1 | 1 |
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.
Snake produced the strongest overall performance, finishing with 50 score, 50 kills, and 82% efficiency.
Snake led the fragging pace with 50 kills.
Snake posted the best accuracy at 39%.
Banter read: Snake produced the kind of combat line that makes people immediately ask for the next map.
The final table reflects the players who converted pressure most consistently across the match.
| 22 kills |
| Zillion` | 4 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Snake | Godlike | Combat | You played a really good game here and your 1.43x rating shows it. Your fighting was efficient and useful: you kept winning duels without giving too many lives back. 82% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Zillion` | Feeding | Combat | This was a hard outing for you at 0.65x; treat it as a reset point, not a verdict on your ability. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Zillion` | - | - | - | 59 | 67 | 162 | 1 | Occasional lag spikes | |
| Snake | - | - | - | 45 | 57 | 165 | 2 | Occasional lag spikes |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Snake | 2 | 2 | 3 | 2 | 27 | 16 | 2 | 16 | 50 | |||
| Zillion` | 2 | 1 | 5 | 12 | 8 | 1 |
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.
| 14 |
| 35 |
| Totals | 2 | 4 | 4 | 7 | 39 | 24 | 3 | 30 | 85 |
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.