Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Oct 2026, 19:50
-DM-1on1-DavidM-
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pat^o2 | 50 | 50 | 31 | 0 | 122 | - | 1.61 | 62% | 41% | 0:12 |
| -uh.StarzZz`- | 40 | 40 | 47 | 0 | 118 | 13.5 cm | 0.85 | 46% | 34% | 0:08 |
| <{xan}>vanhelsingFB | 39 | 39 | 51 | 0 | 149 | - | 0.76 | 43% | 26% | 0:07 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 10 | 1 | 3 kills | ||||
| pat^o2 | 9 | 1 | 3 kills | ||||
| <{xan}>vanhelsing | 5 | 1 | 5 kills |
Loading player feedback...
Generated from the match events and player statistics.
A tight Instagib DM match took place on DM-1on1-DavidM.unr, with 3 active players recorded in the report.
pat^o2 produced the strongest overall performance, finishing with 50 score, 50 kills, and 62% efficiency.
pat^o2 led the fragging pace with 50 kills.
pat^o2 posted the best accuracy at 41%.
Banter read: pat^o2 was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
pat^o2 hit 41% 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.
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| -uh.StarzZz`- | 2 | 7 kills | ||||
| pat^o2 | 2 | 7 kills | ||||
| <{xan}>vanhelsing | 1 | 5 kills |
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 |
|---|---|---|---|---|---|---|---|---|---|
| <{xan}>vanhelsing | 20000 | - | - | 19 | 20 | 22 | 0 | Minor variation | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 16 | 16 | 18 | 0 | Good connection | |
| pat^o2 | 20000 | - | - | 38 | 40 | 44 | 0 | Bumpy connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pat^o2 | Godlike | Combat | You had a huge game and played well above your usual level at 1.60x. Your fighting was efficient and useful: you kept winning duels without giving too many lives back. 62% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| <{xan}>vanhelsing | Dominating | Combat | You had a positive match and your 1.11x rating backs that up. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. The 39-51 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. Next focus: stop gambling alone into bad positions and take fights from areas you can escape from. |
| -uh.StarzZz`- | Stable | Combat | You played around your normal level at 0.93x, so your focus should be small improvements rather than a full reset. You found plenty of frags, but the deaths made the pressure harder to convert into control. 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: choose fewer isolated fights and use sound, spawn timing, and item control to make the next duel easier. |