Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Jul 2026, 15:28
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 50 | 51 | 17 | 1 | 178 | 20.3 cm | 3.00 | 74% | 38% | 25 | - | 0:31 |
| yapp | 23 | 23 | 16 | 0 | 74 | - | 1.44 | 59% | 56% | 11 | - | 0:14 |
| TakeshiKovacs | 6 | 6 | 8 | 0 | 30 | - | 0.75 | 43% | 51% | 3 | - | 0:33 |
| Suria. | 4 | 4 | 6 | 0 | 21 | - | 0.67 | 40% | 32% | 3 | - | 0:16 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 7 | 2 kills | |||||
| TakeshiKovacs | |||||||
| yapp | 3 | 1 | 3 kills |
| Player |
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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.
pho` produced the strongest overall performance, finishing with 50 score, 51 kills, and 74% efficiency.
pho` led the fragging pace with 51 kills.
yapp posted the best accuracy at 56%.
Community desk: pho` brought pug-bot-captain energy to a combat report, probably still trying to draft a team out of pure habit.
yapp hit 56% 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.
| Killing Spree |
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| Rampage |
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| Dominating |
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| Unstoppable |
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| Godlike |
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| Best |
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| pho` | 3 | 7 kills | ||||
| TakeshiKovacs | 1 | 5 kills | ||||
| yapp | 1 | 3 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
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Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 2 | 4 | 2 | 6 | 34 | 31 | 4 | 25 | 69 | |||
| TakeshiKovacs | 1 | 1 | 1 | 10 | 6 |
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.
| Total |
|---|
| pho` | 9 | 1 | 40 | 50 | ||||||
| yapp | 17 | 17 | ||||||||
| TakeshiKovacs | 2 | 1 | 3 | 6 | ||||||
| Suria. | 4 | 4 | ||||||||
| Totals | 11 | 1 | 1 | 64 | 77 |
| 10 |
| 24 |
| yapp | 1 | 4 | 15 | 20 |
| Suria. | 2 | 8 | 10 |
| Totals | 3 | 5 | 5 | 7 | 48 | 37 | 4 | 58 | 123 |
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 | |
| yapp | - | - | - | 16 | 16 | 17 | 0 | Good connection | |
| TakeshiKovacs | - | - | - | 47 | 47 | 49 | 0 | Good connection | |
| Suria. | - | - | - | 71 | 72 | 73 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Combat | You had a huge game and played well above your usual level at 1.77x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 74% 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. |
| yapp | Stable | Combat | I think you had a steady game at 1.00x; one or two stronger moments would lift it nicely. You played a useful combat game: enough frags, controlled deaths, and good pressure. Your 23-16 scoreline gave you a 1.44 K/D, which shows you were getting more value from your lives than the enemy. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |
| TakeshiKovacs | Struggling | Combat | You had a quieter game than normal at 0.79x; I think the useful part is that your improvement target is visible. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 51% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: stop gambling alone into bad positions and take fights from areas you can escape from. |
| Suria. | Feeding | Combat | You had a tough match at 0.59x, well below your usual level, but I think it is fixable. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 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: stop gambling alone into bad positions and take fights from areas you can escape from. |