Unreal HeavenThe home of 2v2 and 3v3 iCTF24 Jul 2026, 18:29
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| saxon | 50 | 50 | 32 | 0 | 166 | - | 1.56 | 61% | 63% | 36 | - | 0:11 |
| عناية_منه_بنا | 38 | 39 | 35 | 1 | 239 | - | 1.11 | 52% | 32% | 20 | - | 0:18 |
| Stealth | 37 | 37 | 27 | 0 | 83 | 82.4 cm | 1.37 | 58% | 55% | 8 | - | 0:17 |
| dim | 12 | 12 | 19 | 0 | 20 | - |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| saxon | 8 | 2 | 4 kills | ||||
| Stealth | 3 | 1 | 3 kills | ||||
| عناية_منه_بنا | 4 | 2 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 4 active players recorded in the report.
saxon produced the strongest overall performance, finishing with 50 score, 50 kills, and 61% efficiency.
saxon led the fragging pace with 50 kills.
dim posted the best accuracy at 160%.
Banter read: saxon made the table look personal with 50 score and 61% efficiency.
dim hit 160% accuracy, which is exactly the kind of number that creates three separate lag excuses.
The final table reflects the players who converted pressure most consistently across the match.
| 0.63 |
| 39% |
| 160% |
| 0 |
| - |
| 0:16 |
| 1 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| saxon | 4 | 9 kills | ||||
| Stealth | 1 | 5 kills | ||||
| عناية_منه_بنا | 1 | 4 kills | ||||
| dim | 4 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | 5 | 1 | 30 | 36 | ||||||
| dim | 2 | 1 | 4 | 3 | 2 | 12 | ||||
| saxon | 50 | 50 | ||||||||
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Stealth | 2 | 2 | 23 | 17 | 27 | 56 | ||||||
| عناية_منه_بنا | 2 | 1 | 13 | 9 |
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.
| Stealth |
| 12 |
| 1 |
| 3 |
| 21 |
| 37 |
| Totals | 19 | 1 | 2 | 4 | 6 | 103 | 135 |
| 34 |
| 50 |
| dim | 1 | 1 | 3 | 4 | 13 | 4 | 20 | 42 |
| saxon | 2 | 2 | 34 | 38 |
| Totals | 3 | 3 | 5 | 7 | 51 | 30 | 115 | 186 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | - | - | - | 107 | 117 | 224 | 4 | Unstable spikes | |
| dim | - | - | - | 41 | 44 | 63 | 2 | Occasional lag spikes | |
| saxon | 30000 | 600 | 500Hz | 18 | 35 | 141 | 4 | Unstable spikes | |
| Stealth | - | - | - | 49 | 49 | 52 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| saxon | Godlike | Combat | You put together a top-level game here and finished at 1.55x. Your fighting was efficient and useful: you kept winning duels without giving too many lives back. 61% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| Stealth | Dominating | Combat | I think this was a good step up from your normal game, with a 1.21x rating. You gave your team a solid score base and avoided turning it into a messy trade game. Your 37-27 scoreline gave you a 1.37 K/D, which shows you were getting more value from your lives than the enemy. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| عناية_منه_بنا | Struggling | Combat | You dipped below your usual level at 0.88x, but I think there are clear areas you can tighten next match. Your score and survival worked together well, which is exactly what helps in DM/TDM. 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: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| dim | Struggling | Combat | You had a quieter game than normal at 0.84x; I think the useful part is that your improvement target is visible. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 39% 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. |