Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Oct 2026, 16:54
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| tomm | 36 | 38 | 30 | 2 | 175 | - | 1.27 | 54% | 17% | 9 | - | 0:32 |
| cG | 28 | 29 | 7 | 1 | 151 | - | 4.14 | 81% | 29% | 18 | - | 0:53 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| tomm | 3 | 2 kills | |||||
| cG | 4 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| tomm | 2 |
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.
cG produced the strongest overall performance, finishing with 28 score, 29 kills, and 81% efficiency.
tomm led the fragging pace with 38 kills.
cG posted the best accuracy at 29%.
Banter read: cG 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.
| 9 kills |
| cG | 3 | 7 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| tomm | Godlike | Combat | You made a clear difference in this match and finished well above your normal level at 1.51x. Your score and survival worked together well, which is exactly what helps in DM/TDM. Your 38-30 scoreline gave you a 1.27 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. |
| cG | Dominating | Combat | You played well and finished above your usual level at 1.17x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 81% 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. |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| tomm | 1 | 25 | 19 | 28 | 54 | |||||||
| cG | 3 | 1 | 6 | 17 | 9 | 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.
| 16 |
| 42 |
| Totals | 3 | 1 | 7 | 42 | 28 | 3 | 44 | 96 |
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.
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| tomm | - | - | - | 47 | 58 | 131 | 7 | Unstable spikes | |
| cG | - | - | - | 115 | 117 | 119 | 0 | Good connection |