Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Jul 2026, 16:33
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MontyGoBay | 27 | 29 | 28 | 2 | 563 | - | 1.04 | 49% | 7% | 12 | - | 0:35 |
| ziko | 7 | 8 | 10 | 1 | 33 | - | 0.80 | 42% | 22% | 2 | - | 0:21 |
| Stealth | 4 | 4 | 0 | 0 | 10 | 82.4 cm | 4 | 100% | 60% | 3 | - | 0:13 |
| saxon | 0 | 0 | 0 | 0 | 0 | - | 0 | 0% | 0% |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Stealth | 1 | 2 kills | |||||
| ziko | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Stealth |
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.
Stealth produced the strongest overall performance, finishing with 4 score, 4 kills, and 100% efficiency.
MontyGoBay led the fragging pace with 29 kills.
Stealth posted the best accuracy at 60%.
Banter read: Stealth produced the kind of combat line that makes people immediately ask for the next map.
Stealth hit 60% 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 |
| - |
| 0:01 |
| 4 kills |
| ziko | 2 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| MontyGoBay | 2 | 3 | 17 | 22 | ||||||
| ziko | 1 | 3 | 2 | 6 | ||||||
| Stealth | 4 | 4 | ||||||||
| Totals |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MontyGoBay | 3 | 4 | 8 | 15 | 7 | 3 | 34 | 61 | ||||
| ziko | 8 | 8 | 1 |
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.
| 2 |
| 1 |
| 6 |
| 23 |
| 32 |
| 14 |
| 21 |
| Stealth | 1 | 1 | 1 | 3 |
| saxon |
| Totals | 4 | 5 | 8 | 23 | 15 | 4 | 49 | 85 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| MontyGoBay | - | - | - | 57 | 61 | 138 | 2 | Occasional lag spikes | |
| ziko | - | - | - | 60 | 63 | 75 | 0 | Variable ping | |
| Stealth | - | - | - | 78342 | 78342 | 78342 | 0 | Limited ping data |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| MontyGoBay | Godlike | Combat | Well played, this was a fantastic performance at 1.83x. You gave your team a solid score base and avoided turning it into a messy trade game. 7% accuracy suggests you were working hard for each frag; cleaner first shots and better angles would lift your efficiency. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| Stealth | Godlike | Combat | You should be happy with this one; your performance was well above your usual level at 1.75x. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 100% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| ziko | Stable | Combat | I think you had a steady game at 0.90x; one or two stronger moments would lift it nicely. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
| saxon | Feeding | Combat | You had a rough game at 0.01x, so I think your goal should be to simplify and rebuild from safer plays. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 0% 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. |