21 Jul 2026, 14:28
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 50 | 49 | 18 | 0 | 150 | 20.3 cm | 2.72 | 73% | 34% | 22 | - | 0:35 |
| Shadow | 33 | 33 | 31 | 0 | 151 | - | 1.06 | 52% | 38% | 19 | - | 0:21 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 5 | 2 | 3 kills | ||||
| Shadow | 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 5 |
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.
pho` produced the strongest overall performance, finishing with 50 score, 49 kills, and 73% efficiency.
pho` led the fragging pace with 49 kills.
Shadow posted the best accuracy at 38%.
Community desk: pho` brought pug-bot-captain energy to a combat report, probably still trying to draft a team out of pure habit.
The final table reflects the players who converted pressure most consistently across the match.
| 9 kills |
| Shadow | 1 | 6 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 1 | 6 | 4 | 1 | 45 | 43 | 3 | 25 | 79 | |||
| Shadow | 1 | 3 | 5 | 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.
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.
| 30 |
| 39 |
| Totals | 2 | 6 | 7 | 1 | 50 | 46 | 3 | 55 | 118 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| pho` | 25000 | 400 | 280Hz | 16 | 21 | 22 | 0 | Sawtooth variation | |
| Shadow | - | - | - | 33 | 34 | 36 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Combat | You made a clear difference in this match and finished well above your normal level at 1.48x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 73% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| Shadow | Stable | Combat | You played around your normal level at 0.95x, so your focus should be small improvements rather than a full reset. 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. |