Weapon of the WeekM40A1+2 rank points per kill
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Private
9.1% to Private First Class
Career & Activity
Time Played26m 58s
Matches Played
Matches Played
Team Matches + Solo Matches. The two halves come from different sources — team from lifetime win/loss/draw counters, solo counted from match records — so they can drift apart if match history is ever cleared.
2
First Seen
Last Seen
Match Participation Rate
Match Participation Rate
The share of every match ever played on this server that you were in. 100% means you have been present for all of them.
100% (of 2 server matches)
Matches / Week
Matches / Week
Matches played ÷ weeks between first and last seen, with the span floored at one week so a single-evening career is not divided by a fraction.
2 (average while active)
Online Streak
Online Streak
Longest run of consecutive calendar days on which you played at least one match. A current streak is shown alongside it only while the run still reaches today or yesterday.

Days are counted on server time (PDT) rather than your own, so this number is the same for everyone looking at it. Timestamps elsewhere on the site are shown in your timezone.
1 day best · 1 current
Favourite Game TypeTeamKingOfTheHill
Rank Points91.0
Combat Stats
TotalP/Min
Kills271
Deaths20.07
K/D Ratio13.5-
Dominance Factor
Dominance Factor
(kills − deaths) ÷ (kills + deaths), on a scale of -1.00 to 1.00. Unlike K/D it accounts for the proportion of your engagements rather than the raw ratio: 0.00 means you kill and die in equal measure, positive means you win more fights than you lose. Needs at least 50 kills and deaths combined to show a value.
? -
Consistency
Consistency
How steady your per-match results are, 0–100. Measured as the spread (standard deviation) of your Dominance Factor across matches, inverted so 100 means every match looks the same and 0 means wild swings.

Deliberately not the spread of K/D: K/D is undefined in a match where you did not die, is skewed by its unbounded top end, and its absolute spread grows with skill — which would score a strong player as less consistent than a weak one. It says nothing about whether you are good, only whether you are predictable. Needs 5 matches.
-2 of 5 matches -
Sniper Kills00
Sniper Kill %0%-
Pistol Kills00
Pistol Kill %0%-
Knife Kills0-
Knife Kill %0%-
Headshots20.07
Headshot %7.4%-
Total Shots28910.72
Accuracy9.3%-
Combat Score
Combat Score
kills×1 + headshots×1.5 + knife kills×3 + average streak×2, over your whole career. It only ever grows, so it measures cumulative achievement rather than current skill — see Combat Rating for that.
57.0 -
Combat Rating
Combat Rating
Combat Score per minute of play time, scaled 0–100 against the server's best performer. 100 means you are the top combat player here. Unlike Combat Score this does not reward simply playing longer.
100.0 -
Suicides10.04
Murders (TK)
Murders
DF1's name for a team kill — killing a player on your own side. Counted against you: the rank point value for it is negative, so a high number here costs you standing rather than earning it.
00
Highest Kill Streak15-
Weapon of the Week Kills
Weapon of the Week Kills
Kills made with the weapon currently featured as Weapon of the Week, which rotates every week and is shown in the banner at the top of the page. Each one pays bonus rank points on top of the normal kill. The total is lifetime — kills earned under previous weapons keep counting.
0-
Best WeaponH&K MP5 (27 kills)-
Objectives
Total P/Min
Flags0-
Flag Pickups0-
Flag Saves0-
Flag Efficiency
Flag Efficiency
Captures ÷ pickups. How often picking up the flag actually ends in a capture rather than losing it.
--
Flags per Life
Flags per Life
Captures ÷ deaths. Deaths are lives ended, so this is how much you tend to achieve before dying — a risk-management measure rather than a volume one.
0-
Flag Carrier Kills
Flag Carrier Kills
Kills you made against the player carrying the flag.
0-
Zone Defend
Zone Defend
Kills you made while you were holding the zone, after at least 2 seconds of sustained presence in it.
00
Zone Attack
Zone Attack
The mirror of Zone Defend: kills you made against someone who was holding the zone, after at least 2 seconds of presence in it.
00
Zone Time5m 26s-
Zone Time %
Zone Time %
Share of your time in zone game types spent actually inside the zone. Denominated in King of the Hill time only, so playing other modes does not drag it down.
20.1% (of zone-mode time)-
Zone Time per Life2m 43s-
Objective Score
Objective Score
captures×10 + pickups×4 + saves×4 + carrier kills×3 + zone attack×3 + zone defend×2 + whole minutes in the zone. All objective work, including the parts that need kills.
50.19
Support/Defense Score
Support/Defense Score
captures×10 + pickups×4 + saves×4 + whole minutes in the zone. The subset of Objective Score that does not require killing anyone — contribution that never shows up in a K/D.
50.19
Match Results
Team Matches2
Solo Matches
Solo Matches
DeathMatch and King of the Hill have no teams, so they never produce a win, loss or draw. They are counted from the match records instead. Team Matches above is simply wins + losses + draws.
0 (DM / KOTH)
Wins1
Losses0
Draws1
Total Win %100%
Team MVP
MVP
Awarded to the highest-scoring player when a match ends, weighted per game type. Capture the Flag: captures×10, saves×5, carrier kills×4, pickups×3, kills×1. Team King of the Hill: zone attack×4, zone defend×3, zone time×2, kills×1. DeathMatch: kills×1, headshots×2, knife×3.
2
Solo MVP0
First Bloods
First Bloods
Matches where you scored the first kill.
3
Best Map
Best Map
The map where your average per-match Dominance Factor most exceeds your own overall average. Measured against yourself rather than in absolute terms, so it shows where you outperform your baseline instead of just which map is easiest. Needs at least 3 matches on a map to qualify, and at least two qualifying maps.
-
Worst Map
Worst Map
The qualifying map where your average per-match Dominance Factor falls furthest below your own overall average. Same threshold as Best Map.
-

Nemeses

Nobody has killed you yet.

Victims

1 blk magic˜ most killed 1 kills

Match History

DateMapModeResult KD Dom
Dominance
(kills − deaths) ÷ (kills + deaths) for this match alone, from -1.00 to +1.00. Bounded and still defined in a match where you did not die, which K/D is not.
HSFlagsStreakTime
TKOTH Rocky Desert TeamKingOfTheHill Draw 1 0 +1.00 0 0 1 3m
TKOTH Rocky Desert TeamKingOfTheHill Win 25 1 +0.92 2 0 15 12m
marks a match MVP · Performance trends →

Play Style

PRIMARY ROLE
Close Quarters
Secondary trait: Patient
Combat Metrics
Aggression Index
Aggression Index
A 0–100 blend of shots per minute and first-blood rate. High means you seek fights early and shoot a lot. It is a description of style, not a score — higher is not better.
55/100 (Moderate)
Patience Score
Patience Score
A 0–100 blend of survival time per life, shot discipline (fewer shots per kill scores higher) and headshot rate. It deliberately shares no inputs with Aggression, so you can score high or low on both — they are separate traits, not two ends of one scale.
64/100 (Patient)
KPM 1
DPM 0.07
Shots / min 10.7
Survival / life
Survival / Life
Play time ÷ deaths — the average seconds you live between deaths.
809s
Weapon Profile
Preferred Class SMG
Sniper Share
Sniper Share
Share of all your kills made with the Barrett .50 or M40A1. A share of the total rather than a ratio against another class, so it stays meaningful for a player who uses neither.
0%
Diversity
Diversity
How evenly your kills are spread across weapons (Shannon entropy, scaled 0–100). Normalised against all 8 weapons in the game, not just the ones you have used — so using two weapons evenly does not score as maximum diversity.
0/100 (Specialist)
Weapons Used 1 of 8
Specialization
Specialization
Share of your kills made with your single most-used weapon. The mirror of Diversity: high here means one gun does most of your work.
100% H&K MP5 (Highly Specialized)
Shots / kill
Shots / Kill
Total shots ÷ total kills. Lower is more efficient, though it reads high for automatic weapons by nature — it measures weapon choice as much as marksmanship.
10.7
Tactical Profile
Objective Focus
Objective Focus
Objective acts ÷ (objective acts + kills). Acts are counted, not scored: captures, pickups, saves, carrier kills, zone defend, zone attack and whole minutes in the zone each count once. A ratio of scores would be meaningless, since objective and combat points are different currencies.
16%
Combat Focus
Combat Focus
The remainder of Objective Focus — the share of your counted acts that were kills.
84%
Team Contribution
Team Contribution
Defensive acts are flag saves + zone defend; offensive acts are captures + pickups + zone attack + carrier kills. Reported as Balanced when the two are within 20% of each other, and Combat-focused when you have neither.
Combat-focused
First Blood Rate
First Blood Rate
Share of your team matches in which you scored the first kill. Team matches only, since that is the only count the game gives a win/loss/draw for.
150% (of team matches)
Headshot Rate 7.4%
Aggression measures engagement and early pressure; Patience measures survival and shot discipline. They share no inputs, so a player can score high on both.

Personal Bests

Most Kills
25
TKOTH Rocky Desert ·
Most Headshots
2
TKOTH Rocky Desert ·
Longest Kill Streak
15
TKOTH Rocky Desert ·
Best Objective Score
5
TKOTH Rocky Desert ·
Best Support Score
5
TKOTH Rocky Desert ·
Best single match in each category.

Top Performer

4 0 0
Weekly and monthly Top Performer finishes, by category
Kills
1 0 0
Headshots
1 0 0
Objective Score
1 0 0
Support/Defense Score
1 0 0

Weapon Stats

Weapon Kills Share
Kill Share
What portion of all your weapon kills came from this one. Shows how much of your loadout you actually rely on.
Shots Shots/Kill
Shots per Kill
Total shots fired with this weapon divided by kills with it. Lower is better.

It is not a pure aim measure. DF1 records shots and kills but never hits, so this mixes shots that missed with shots that connected but did not kill — some weapons need two or three body hits. A high number can mean poor aim, a weak weapon, or spraying, and this cannot tell them apart.
Headshots HS % KPM
Kills per Minute
Kills per minute while actually holding this weapon. Independent of Shots/Kill: a sniper can need very few shots per kill and still have a low KPM because of its fire rate, while an automatic weapon does the reverse.
Time Used Mastery
Mastery
A level derived from kills with this weapon, on a square-root curve, so early levels come quickly and later ones take progressively more kills. The bar shows progress toward the next level.
H&K MP527100%28810.727.4%1.0226m
Lv.7

Map Stats

Map Matches
Matches
Completed matches recorded on this map. It is the sample size behind everything else in the row, and a map needs at least 3 to qualify as your Best or Worst Map.
Kills Deaths K/D vs Avg
Versus Your Average
How your average per-match result on this map compares with your own overall average, on the same −1 to +1 scale as Dominance. Positive means you do better here than you usually do.

Measured against yourself on purpose: ranking maps in absolute terms just finds the easiest one. This is the same figure behind Best Map and Worst Map above. A dash means too few matches to judge.
KPM Shots/Kill
Shots per Kill
Shots fired on this map divided by kills. Lower is better.

Not a pure aim measure: DF1 records shots and kills but never hits, so this mixes shots that missed with shots that connected without killing. Map layout moves it too — long sightlines invite shots that were never going to land.
HS % Time Played
TKOTH Rocky Desert227213.5-1.0610.77.4%25m
TKOTH Volcano-000-0--1m

Achievements

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Weapon Achievements

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