MVD Analyzer
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MVD Analyzer
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Match Info

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Teams

Basic Stats

Per Team

Team Frags Eff Kills RL K LG K Deaths TK Bores Dmg Taken Ewep ToDie Ping

Per Player

Player Team HC Frags Eff Kills RL K LG K Deaths TK Bores Dmg Taken Ewep ToDie Ping

Weapon Stats

Per Team

Team SG SSG SNG GL RL LG
AccKDmg AccKDmg AccKDmg AccKDmg AccKDmg AccKDmg

Per Player

Player SG SSG SNG GL RL LG
AccKDmg AccKDmg AccKDmg AccKDmg AccKDmg AccKDmg

Item Pickups & Drops

Per Team

Team RA YA GA MH Quad Pent Ring RL RL drop RL xfer LG LG drop LG xfer

Per Player

Player RA YA GA MH Quad Pent Ring RL RL drop RL xfer LG LG drop LG xfer

Kills by Weapon

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Score Timeline

+20 0 -20
Team A leading ↑ Team B leading ↓
Per-player frags / deaths (efficiency)

Team Health/Armor

800 0 800
Team A ↑ Team B ↓ Health RA YA GA
Per-player health/armor

Weapons

4 0 4
Team A ↑ Team B ↓ RL LG RL+LG RL drop LG drop
Per-player weapons
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Kills

Team A Chat

Team B Chat

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Players

Trails:
Players
Follow:
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Loc Analysis Metric

Applies to the loc graph and heatmap below.

Loc Graph

Normal edge Teleport edge Node size = occupancy · Edge width = transitions · both for the selected metric Drag nodes · scroll to zoom · click for details
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Powerup Runs

Time Powerup Player Team Frags Duration View

Longest Frag Streaks

Start Player Team Frags Main Weapon Duration View

Airborne Rocket Gibs

Height Above shooter Attacker Victim Loc Lethal Time View
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RL / LG Backpack Drops

Time Dropper Drop Team Weapon Drop Status Picker Pick Team Kills Run
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Weapon Pickups

Per Team

Per Player

Item Pickups

Per Team

Per Player

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Victims:

Accuracy & effectiveness

One table per weapon; rows are players (team-coloured, click a column to sort). SG/SSG show pellets hit / fired and how many fires landed all pellets (full), some (partial) or none (miss); RL/GL show direct vs splash vs missed; LG splits its misses into miss (an aim error — no enemy on the beam's line), blocked (the beam would have hit an enemy in range but an object stopped it short) and far (the enemy was on the beam's line but beyond its ~600u reach). Every count also has a share-of-fires % column — the counts scale with how much a player fired, so the percentages are what compare across players. Pellet and direct figures match the server's authoritative stats. The Victims filter above slices every hit figure by who the shots hit: Enemy (opponents only), Team (teammates, excluding the shooter), Self (RL/GL self-splash — rocket jumps) or All (everything; the view that matches the server's stats). A fire that hit both an enemy and a teammate counts in both.

Crosshair placement — selected player

Player:
Where the enemy sat relative to the crosshair at each fire, in Quake units at the target's range — both axes share the same scale, and the solid box is the player's collision box, true to shape (32 wide × 56 tall); the dashed box is its corner-on silhouette (viewed diagonally the axis-aligned box reads ~1.4× wider). The image is the smoothed density of shots (colorbar = shots per bin); a tight bright spot at the center is good placement. Hover for exact shot/hit counts. Below each image: yaw and pitch histograms of the same fires (shaded band = within the hull edge, rule = dead center; the outermost bins also collect shots beyond the plotted range). LG adds a ramp histogram: hit % by time since the shaft opened, hover for the counts. The Victims filter applies here too: Team shows only confirmed teammate hits (misses always attribute to enemies, so they only appear in Enemy/All), and Self shows nothing — hitscan cannot self-hit.

LG

SG — pellets scatter, so the cloud is wider than the aim