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Player: greg417

First seen 12.07.2026 21:26 · last seen 15.07.2026 00:17 · close player card

Matches1
Kills30
Deaths20
K/D1,50
Winrate0,0%
Headshots0
Kills/min3,97
Longest spree8
MultikillMega Kill
Ø kill~11,4 m
Time played0,1 h
Dmg +/−1,44

Form (recent matches)

The player's kills and deaths across recent matches. Current form at a glance.

Player weapons

Which weapons the player kills with most. Their personal arsenal in a pie.

K/D per match

Kill/death ratio match by match. The dashed line at 1.0 splits good days from bad.

When the player kills

Heatmap of the player's kills by weekday and hour. When they are most dangerous.

Player multikills

How many Double, Multi, Mega and higher kills the player collected. Their rapid-fire trophy case.

Player kills by distance

From what range the player usually kills. Reveals whether they are a sniper or a close-range brawler.

DateMapModePlacementScoreKillsDeathsHSSpree
15.07.2026 00:04DM-BiohazardNormal2. of 728302008
Most frequent victims
Most frequent killers
Player mapMatchesWinsKillsDeathsK/DKills/min
DM-Biohazard1030201,503,97
Comparison: greg417 vs MaxRus
Mutual kills8 : 7
Shared matches1
Better placement0 : 1
DateMapgreg417MaxRus
15.07.2026 00:04DM-Biohazard2. place, 30 kills1. place, 31 kills

Overview

Matches2
Kills162
Headshots2
Suicides11
Multikilly18
Humans2
Bots7
Time played0,3 h
Kills/min8,9
Ø players5,0
Ø match9:05
Damage24k

Server records (in the filter)

Most kills in a matchMaxRus31 killsDM-Biohazard · 15.07.2026
Longest spreeMaxRus9 kills without dyingDM-Biohazard · 13.07.2026
Best multikillMaxRusMega KillDM-Biohazard · 15.07.2026
Most headshots in a matchLiandrik1 headshotsDM-Biohazard · 15.07.2026
Longest killKegger~42,6 m (BioRifle on Liandrik)DM-Biohazard · 15.07.2026
Fastest matchDM-Biohazard14,3 kills/min (108 kills)DM-Biohazard · 15.07.2026
Most damage in a matchMaxRus4 761 dmgDM-Biohazard · 13.07.2026

Leaderboards

K/D ratio

Kill-to-death ratio — how many opponents a player takes down per own death. Above 1 means they kill more than they die.

Winrate

Percentage of matches the player won out of those finished. Shows who ends up first most often.

Kills per minute

Average killing pace — kills per minute of time played. Measures aggression regardless of match length.

Headshot %

Share of headshots among all of the player's kills. Higher means better aim, especially with the sniper.

Total kills

Total kills across all matches in the selected filter. Rewards both diligence and quality at once.

Time played

Total time spent in matches. Shows who actually spends the most game time on the server.

Top 3 placements

How often the player finishes a match in the top three. Consistency, not just victories.

Frag balance (kills − deaths)

Difference between kills and deaths. A positive number means the player gives the server more than they take.

Score per match

Average score per match. Score is kills minus suicides, so it punishes careless falls too.

Kills per match

Average kills per match played. A fair comparison between players with different match counts.

Longest sprees

The longest kill streak without dying a player has ever pulled off. The classic measure of in-match dominance.

Damage ratio (+/−)

Ratio of damage dealt to damage taken. Above 1 means the player hurts more than they suffer.

Ø kill distance

Best match (kills)

Record number of kills in one single match. Personal bests in full glory.

Efficiency

Kills divided by kills plus deaths, in percent. 50% is a break-even record, more means superiority.

Total headshots

Total headshots. A mix of precision, sniper patience and time played.

Damage dealt

Total damage dealt to opponents across all matches. The player's raw firepower output.

Ø lifespan

Multikilly

Kills that were part of a multikill — rapid back-to-back eliminations. A reward for staying cool in chaos.

First bloods

How many times the player opened a match with the very first kill. Fast starts and the nerve to make first contact.

Instant paybacks

How many times the player killed exactly the one who killed them last — instant revenge on their executioner.

Suicides

Deaths without enemy involvement: falls, own rockets, lava. The fewer, the more disciplined the movement.

Elo rating

A chess-style rating for the server — computed from match placements, starting at 1000 points. Beating a strong opponent earns more than beating a weak one.

Win streaks

The longest run of matches won in a row. Consistent dominance across multiple games.

Matches played

Number of matches played in the selected filter. The basic measure of server activity.

Deserters

How many times a player left a match before it ended. The leaderboard of those who couldn't be bothered to finish.

Deaths per match

Average deaths per match. A lower number means more careful, disciplined play.

Top deaths

Total deaths across all matches. Who serves as the server's target most often.

Ø placement

Average placement in finished matches — the lower the number, the better. The fairest measure of overall performance.

Share of match kills

What percentage of all match kills belongs to this player on average. A dominance measure independent of opponent count.

Ø ping

Average player latency in milliseconds measured by the server during play (every 10 seconds, bots excluded). Lower means smoother gameplay.

Distance travelled

Total distance the player covered in the arenas. Shows who races around the map for items and who patiently waits in a corner.

Calories burned (estimate)

A lighthearted estimate from distance travelled (~65 kcal per kilometre). Not a fitness tracker — teleporters, lifts and camping in a corner don't count. But at least you know if you earned that beer today.

Top speed

Highest measured movement speed in game units per second. Doubles as a fairness check — a value far above everyone else is suspicious.

Item control

How many key items the player grabbed: shield belt, armor, health keg, UDamage and other powerups. Item control often decides matches.

Assists

The kill went to someone else, but this player dealt the most damage (at least 40) to the victim. Credit for the dirty work someone else finished.

Kills below 20 HP

Kills scored with 20 HP or less — duels won where one more hit would have ended it. Nerves of steel.

Air time

Percentage of play time spent airborne (jumps, dodges, falls). Aerial acrobats versus ground troops.

Spawn kills

Kills on players who barely had time to look around after respawning — the victim died within 4 seconds of their previous death.

Kills on humans

Percentage of a player's kills where the victim was a human, not a bot. Who farms bots and who hunts real opponents.

Longest life

Longest single life without dying (in minutes). Who can survive when the shots come from every direction.

Kills with UDamage

Kills scored with UDamage active. Who can not only grab the powerup but squeeze everything out of it.

Toughest to kill

Average damage taken per death. Masters of armor and dodging — bringing them down takes the most work.

Player style map

Every player as a dot: aggression horizontally, efficiency vertically, dot size is matches played. Play style at a glance.

PlayerMat.KillsDeathsK/DWin%Top3%ScoreK/mat.K/minHSHS%Dmg+Dmg−RatioSpreeMultiBestEloStreakØ lifeØ killWeaponTimeSuic.
MaxRus261272,26100,0100,06030,53,3500,08,8k4,2k2,119Mega Kill31103120:37~10,7 mBioRifle0,3 h1
greg417130201,500,0100,02830,03,9700,03,8k2,6k1,448Mega Kill30101100:21~11,4 mBioRifle0,1 h2

Trends over time

Matches and kills

Matches (columns) and kills (line) per period. The basic overview of server activity. Aggregation: day (change in the filter).

Average players per match

Average number of players in matches over time. Shows when the server was packed and when it was empty.

Unique humans

Number of distinct human players in each period. Growth means new faces, decline means just the regulars.

Server pace (kills/min)

Average kills per minute across matches over time. Measures how wild the server played.

Average match length

Average match duration in minutes over time. Long matches mean close fights or high limits.

Server performance (FPS)

Average FPS of the game server during matches. A drop signals machine overload and helps track down lag causes.

Cumulative kills of top players

Running total of the best players' kills over time. The race for overall first place, live.

Cumulative score of top players

Running total of the best players' score over time. Like kills, but punishing suicides.

Cumulative deaths of top players

Running total of the best players' deaths over time. Even champions die sometimes — here you see how often.

Cumulative matches of top players

Running count of matches played by the best players. Who builds their numbers through persistence.

Elo rating over time

How the top players' Elo changed match by match. Climbing means wins over strong opponents.

Headshots over time

Headshots per period. Grows with player accuracy and the sniper's popularity.

Kills: humans vs bots

Who kills more — humans or bots. Columns show each camp's share of kills over time.

Suicides over time

Suicides per period. Spikes reveal treacherous maps or wild experiments.

Ø kill distance over time

Average kill distance in meters over time. Rising means more sniping, falling means close combat.

Activity by day and hour

Kill heatmap by weekday and hour — from the exact time of every kill. Darker cells mean more action.

Curiosities

Kills by distance

Distribution of all kills by distance between shooter and victim. Shows whether the server fights up close or from afar.

Multikills by level

How many Double, Multi, Mega, Ultra and Monster kills happened. The higher the level, the rarer the catch.

Suicides by cause

What people on the server die from without enemy help — falls, own rockets, lava and similar accidents.

Match profile

Which minute of a match sees the most kills. Reveals the typical rhythm from a careful start to the final rush.

Match closeness

Score gap between the winner and the runner-up at the end. Many close finishes mean a balanced server.

Players per match

Distribution of matches by participant count. Shows the most common game size on the server.

Match lengths

Distribution of matches by duration. Short games mean the limit was reached quickly, long ones mean even fights.

Time to first blood

How quickly after match start the first kill lands. Measures how long the initial calm survives.

Sprees by length

Distribution of kill streaks by length. Long streaks are rare — they require surviving under constant pressure.

Special kills

Kills by special means: Shock Combo, telefrag, Redeemer and CampKiller punishments. Treats for connoisseurs.

Players by country

Where the server's human players come from, by IP address. The map of UT3.sk's international fame.

How matches end

Whether matches end by reaching the kill limit or by running out of time. Many time-outs mean drawn-out games.

Maps

Map floor plan and kills: DM-Biohazard

The grey outline is the map's walkable area sampled from all players and bots; red dots are kill locations from every match on this map. Drag to zoom, scroll to zoom out.

Game modes

Matches split by game mode — Normal, Instagib and others. What the server likes to play.

MapMatchesKillsKills/minØ durationØ playersMap king
DM-Biohazard21628,919:055,0MaxRus (61)

Weapons

Kill share

Which weapon owns the biggest share of all server kills. The queen of the arsenal in one pie.

Average kill distance

The average kill distance of each weapon. The sniper rules the long range, the Flak the corridors.

Headshot % by weapon

Headshot share for each weapon. The sniper naturally leads; the exceptions are the interesting part.

Weapon popularity over time

How weapon popularity shifted over time. Reveals the server meta — when Flak ruled and when Shock did.

Multikill share by weapon

What percentage of each weapon's kills were part of a multikill. Which gun mows down crowds best.

Weapons: humans vs bots

Which weapons humans kill with versus bots. The differences reveal play styles and bot limits.

WeaponKillsHeadshotsHS%Ø distanceMultikillyØ dmgHits/killHits/minSpecialist
BioRifle6800,0~12,6 m530,53,814,0MaxRus (24)
RocketLauncher3900,0~10,6 m759,82,46,7MaxRus (12)
ShockRifle3100,0~14,0 m452,52,78,4MaxRus (19)
Enforcer1200,0~10,1 m220,07,910,1MaxRus (5)
SniperRifle8225,0~9,7 m080,03,55,5MaxRus (1)
ImpactHammer400,0~2,3 m097,01,58,6greg417 (2)

Rivalries

PairBalanceTotal kills
Deckratbot vs MaxRus5 : 1621detail
Deckratbot vs Fraghoundbot8 : 1018detail
Liandrikbot vs MaxRus5 : 1015detail
greg417 vs MaxRus8 : 715detail
MaxRus vs Fraghoundbot14 : 115detail
Keggerbot vs greg4173 : 710detail
greg417 vs Skokanbot6 : 410detail
MaxRus vs Skokanbot5 : 38detail
Keggerbot vs MaxRus1 : 67detail
Liandrikbot vs greg4172 : 46detail
Liandrikbot vs Skokanbot1 : 56detail
Keggerbot vs Skokanbot3 : 25detail
MaxRus vs Ungodlikebot2 : 35detail
Liandrikbot vs Ungodlikebot2 : 24detail
greg417 vs Ungodlikebot3 : 14detail

Recent matches in the filter

Full match history