Unreal HeavenThe home of 2v2 and 3v3 iCTF4 Jul 2026, 23:57
Deck #16 ][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`-FB | 37 | 37 | 27 | 0 | 311 | 13.5 cm | 1.37 | 58% | 64% | 2 | - | 0:36 |
| pho` | 36 | 37 | 20 | 0 | 356 | 20.3 cm | 1.85 | 64% | 29% | 4 | - | 0:49 |
| dVp! | 30 | 31 | 14 | 1 | 289 | - | 2.21 | 67% | 41% | 4 | - | 1:10 |
| Broken_Soul | 14 | 15 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dVp! | 2 | 2 kills | |||||
| pho` | |||||||
| -uh.StarzZz`- |
| Player | Killing Spree |
|---|
Loading player feedback...
Generated from the match events and player statistics.
A hard-fought Normal Weapons TDM match took place on DM-Deck16][, with 4 active players recorded in the report.
dVp! produced the strongest overall performance, finishing with 30 score, 31 kills, and 67% efficiency.
-uh.StarzZz`- led the fragging pace with 37 kills.
-uh.StarzZz`- posted the best accuracy at 64%.
Community desk: pho` brought pug-bot-captain energy to a combat report, probably still trying to draft a team out of pure habit.
-uh.StarzZz`- hit 64% 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.
| 60 |
| 1 |
| 613 |
| 58.3 cm |
| 0.25 |
| 20% |
| 28% |
| 0 |
| - |
| 0:16 |
| Rampage |
|---|
| Dominating |
|---|
| Unstoppable |
|---|
| Godlike |
|---|
| Best |
|---|
| dVp! | 1 | 1 | 10 kills | |||
| pho` | 3 | 9 kills | ||||
| -uh.StarzZz`- | 3 | 8 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
|---|
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 2 | 23 | 20 | 71 | 117 | 213 | ||||||
| pho` | 5 | 6 | 8 | 57 | 36 |
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.
| Total |
|---|
| -uh.StarzZz`- | 3 | 6 | 1 | 4 | 23 | 37 | ||||
| pho` | 2 | 24 | 11 | 37 | ||||||
| dVp! | 17 | 1 | 1 | 2 | 9 | 30 | ||||
| Broken_Soul | 9 | 4 | 1 | 14 | ||||||
| Totals | 14 | 41 | 11 | 3 | 6 | 43 | 118 |
| 53 |
| 69 |
| 198 |
| -uh.StarzZz`- | 1 | 2 | 51 | 40 | 69 | 71 | 194 |
| dVp! | 8 | 5 | 15 | 44 | 29 | 39 | 38 | 157 |
| Totals | 13 | 14 | 25 | 175 | 125 | 232 | 295 | 762 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 14 | 15 | 32 | 1 | Occasional lag spikes | |
| pho` | 25000 | 400 | 280Hz | 20 | 21 | 37 | 1 | Occasional lag spikes | |
| Broken_Soul | - | - | - | 20 | 21 | 36 | 1 | Occasional lag spikes | |
| dVp! | - | - | - | 26 | 28 | 53 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dVp! | Dominating | Combat | Good game from you, with your performance coming in above normal at 1.22x. You gave your team strong combat value, especially because your kills came with good efficiency. 67% 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. |
| -uh.StarzZz`- | Stable | Combat | I think you had a steady game at 0.95x; one or two stronger moments would lift it nicely. 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: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| pho` | Stable | Combat | You played around your normal level at 0.94x, so your focus should be small improvements rather than a full reset. You gave your team strong combat value, especially because your kills came with good efficiency. 64% 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. |
| Broken_Soul | Feeding | Combat | This was a hard outing for you at 0.15x; treat it as a reset point, not a verdict on your ability. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 20% 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. |