Server statistics

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Overview

Matches2
Kills186
Headshots0
Suicides30
Multikilly3
Humans3
Bots7
Time played0,7 h
Kills/min4,1
Ø players5,5
Ø match22:28
Damage100 027k

Server records (in the filter)

Most kills in a matchMaxRus37 killsDM-CarbonFire · 13.07.2026
Longest spreeMaxRus6 kills without dyingDM-CarbonFire · 15.07.2026
Best multikillFraghoundDouble KillDM-CarbonFire · 13.07.2026
Longest killMaxRus~42,5 m (BioRifle on Behac)DM-CarbonFire · 15.07.2026
Fastest matchDM-CarbonFire9,4 kills/min (94 kills)DM-CarbonFire · 15.07.2026
Most damage in a matchMaxRus100 003 646 dmgDM-CarbonFire · 15.07.2026

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.
MaxRus268511,33100,0100,06034,01,5100,0100 010,0k6,3k15 963,296Double Kill37103120:50~10,3 mStinger0,7 h8
Freylih121111,910,0100,01921,02,8700,02,7k1,7k1,645-21101000:36~13,6 mShockRifle0,1 h2
greg4171380,380,00,023,01,0800,00,4k0,9k0,502-300:18~17,6 mStinger0,0 h1

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-CarbonFire

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-CarbonFire21864,1422:285,5MaxRus (68)

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
LinkGun5000,0~9,3 m18,811,334,6MaxRus (11)
RocketLauncher3200,0~11,4 m157,02,93,2MaxRus (9)
Stinger2600,0~13,0 m014,98,626,6MaxRus (14)
FlakCannon2200,0~7,7 m021,47,613,6MaxRus (5)
ShockRifle2200,0~15,4 m163,32,35,5MaxRus (10)
BioRifle1600,0~11,4 m025,04,47,3MaxRus (11)
Enforcer1000,0~15,7 m020,010,37,4MaxRus (4)
SniperRifle500,0~10,5 m070,02,74,0MaxRus (3)
ImpactHammer200,0~2,3 m0117,31,54,1Freylih (2)

Rivalries

PairBalanceTotal kills
Deckratbot vs MaxRus17 : 1734detail
MaxRus vs Fraghoundbot20 : 1333detail
Deckratbot vs Fraghoundbot12 : 1325detail
Behacbot vs MaxRus4 : 812detail
Freylih vs Strepinabot7 : 18detail
Behacbot vs Bourakbot5 : 27detail
MaxRus vs Skokanbot7 : 07detail
MaxRus vs Strepinabot4 : 37detail
Municakbot vs Freylih1 : 56detail
Behacbot vs Freylih1 : 56detail
MaxRus vs Bourakbot3 : 36detail
MaxRus vs Freylih4 : 26detail
Municakbot vs Strepinabot1 : 34detail
greg417 vs MaxRus1 : 34detail
greg417 vs Skokanbot1 : 34detail

Recent matches in the filter

DateMapModeDurationPlayersWinner
15.07.2026 00:16DM-CarbonFireNormal9:598MaxRus
13.07.2026 03:05DM-CarbonFireNormal34:583MaxRus

Full match history