Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Jul 2026, 22:12
Deck #16 ][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -cide-FB | 19 | 19 | 17 | 0 | 129 | 46.0 cm | 1.12 | 53% | 28% | 16 | - | 0:38 |
| Stealth | 17 | 17 | 19 | 0 | 99 | 82.4 cm | 0.89 | 47% | 39% | 10 | - | 0:34 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Stealth | |||||||
| -cide- | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Stealth | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive Normal Weapons TDM match took place on DM-Deck16][, with 2 active players recorded in the report.
-cide- produced the strongest overall performance, finishing with 19 score, 19 kills, and 53% efficiency.
-cide- led the fragging pace with 19 kills.
Stealth posted the best accuracy at 39%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
The final table reflects the players who converted pressure most consistently across the match.
| 5 kills |
| -cide- | 4 kills |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Stealth | 5 | 2 | 1 | 49 | 47 | 60 | ||||||
| rain.hr | 8 | 4 | 8 |
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.
| 20 |
| -cide- |
| Totals | 5 | 10 | 5 | 57 | 47 | 80 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Stealth | - | - | - | 53 | 65 | 162 | 2 | Occasional lag spikes | |
| -cide- | 30000 | 360 | 240Hz | 70 | 77 | 176 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Dominating | Combat | You were sharp in this match and pushed above your usual level at 1.11x. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 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. |
| Stealth | Feeding | Combat | This was a hard outing for you at 0.69x; treat it as a reset point, not a verdict on your ability. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: die less by leaving lost fights earlier and returning with a better weapon or armour stack. |