Unreal HeavenThe home of 2v2 and 3v3 iCTF14 Jul 2026, 02:52
Codex of Wisdom
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| DaSnaksta | 13 | 13 | 5 | 0 | 328 | - | 2.60 | 72% | 20% | 1 | - | 2:11 |
| dVp!FB | 4 | 5 | 13 | 1 | 163 | - | 0.38 | 26% | 18% | 0 | - | 0:50 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| DaSnaksta |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| DaSnaksta | 1 | 7 kills |
Loading player feedback...
Generated from the match events and player statistics.
A decisive Normal Weapons TDM match took place on DM-Codex, with 2 active players recorded in the report.
DaSnaksta produced the strongest overall performance, finishing with 13 score, 13 kills, and 72% efficiency.
DaSnaksta led the fragging pace with 13 kills.
DaSnaksta posted the best accuracy at 20%.
Banter read: DaSnaksta 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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| DaSnaksta | Godlike | Combat | You put together a top-level game here and finished at 1.70x. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 72% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |
| dVp! | Feeding | Combat | You had a tough match at 0.47x, well below your usual level, but I think it is fixable. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 26% 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: value your life more, reset from weak fights, and make the enemy work harder for every frag. |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| DaSnaksta | 5 | 14 | 25 | 9 | 42 | 39 | 125 | |||||
| dVp! | 6 | 5 | 43 | 30 |
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.
| 35 |
| 29 |
| 118 |
| Totals | 11 | 19 | 68 | 39 | 77 | 68 | 243 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| dVp! | 30000 | 500 | 0Hz | 30 | 32 | 34 | 0 | Minor variation | |
| DaSnaksta | 50000 | - | - | 88 | 89 | 90 | 0 | Good connection |