Unreal HeavenThe home of 2v2 and 3v3 iCTF26 Oct 2026, 14:08
Tech Center
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| <{xan}>vanhelsing | 0 | 0 | 1 | 0 | 0 | - | 0.00 | 0% | 0% | 0:30 |
| pat^o2 | 0 | 0 | 0 | 0 | 0 | - | 0 | 0% | 0% | 0:03 |
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Generated from the match events and player statistics.
A tight Instagib DM match took place on DM-TechCenter.unr, with 2 active players recorded in the report.
<{xan}>vanhelsing produced the strongest overall performance, finishing with 0 score, 0 kills, and 0% efficiency.
<{xan}>vanhelsing led the fragging pace with 0 kills.
<{xan}>vanhelsing posted the best accuracy at 0%.
Banter read: <{xan}>vanhelsing 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 |
|---|---|---|---|
| <{xan}>vanhelsing | Godlike | Combat | You should be happy with this one; your performance was well above your usual level at 1.81x. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 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: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
| pat^o2 | Feeding | Combat | You had a rough game at 0.19x, 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: stop gambling alone into bad positions and take fights from areas you can escape from. |
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.