Tracked players: 7913 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1266 / 7913Active ranked this season
18:39
Next rank update
Same player search as the ladder
How ranks move

Rank is not account level. Rank is not just time played. It reacts to match impact: combat, objectives, support, EV/C4, defuses, objective stops and win pressure.

2026-11-03 Last update UTC 00:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Joe Bedridden
Silver V
Silver loadout fileLoadout signal file

Joe Bedridden1205 Skill RR

Silver V

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay2 RR lifetime / the system pays the mercs who endure a quarantined contract
1205Skill RR
#1008Board position
Signal heldField state
3 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
69/100
High Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+10 Skill RR
LADDER TRACK BASE1099
PRESSURE BUDGET±27 RR
VISIBLE PREVIEW1109
Silent Support x 2Field Closer x 2Last Line x 1

Recent eligible matches are bending the field clearly above expectation.

69Current gauge
49Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Won Won Loss Won Loss Abandoned Loss Abandoned
Open DBStats Profile ↗
Ranked read

Joe Bedridden is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. More stop pressure in the late moments would give the team extra ways back into rounds. The next jump is about turning the good moments into more stop pressure and fight pressure for the team.

Team value: stop pressure Strongest: stop pressure · strong Next: more late stops Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
35 min ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
//Fan´s Tower of Terror\\ - Celebrate lvl 1000
obj_trainyard · Objective · Early Game
Maplast saved
obj_trainyard
Objective · Early Game
Last lobby13 ranked players
13/16
players in monitored server
Lobby difficultyGold I
1579
avg Skill RR 1579
Ranked densityrank signal
100%
13 of 13 detected players
Stomp riskbalance signal
69 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 13
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#1008
Skill rating signal
Silver V
1205Silver V · Skill RR
Silver V → Silver IV7%
50 RR to Silver IV3 RR above floor
1978Peak form
1114All-time peak
1099Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+22 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+773 gap
Standing moveSkill scale
+17
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
You do not want Joe Bedridden near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. When the fights get cleaner, the team value becomes much easier to see. Current stop pace sits around 11.7 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 00:21:22 UTC
NEXT SCAN 18:38
CONTACTS 1266 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #1008 Joe Bedridden 1205 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11.5 RR/UPDATE · PEAK FORM 1978 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
Sentinel™
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
Joe Bedridden
Silver V · Objective Stopper
#1008BOARD POS
RR 1205PEAK 1978STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -11.5 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR4 of last 6 scored updates positive, +22 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1978Peak form
1114All-time peak
1099Ladder track
+3RR above floor
1205Silver V · Skill RR7% TO SILVER IV
Silver V → Silver IV7% · 50 RR needed
REACTOR PULSE · FORM LAST 6HOT +22
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (686 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 1 SESSIONS ANALYSED
+43 1st Deployopener
+15 2nd Deployholding
+8.4 3rd+ Deploylate game
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~48.5 RR per session at current pace.
Strongest Window
1823 UTC avg +15.6 RR / update over 9 updates
Recent Sessions
2026-11-02-20-4010 updates+125
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+22HOT
Form Engine
net RR across last 6
+773peak form gap +17standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
84
KPH
41
Support
23
Objective
21
Combat
8
54.3season KPH 52.7profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[00:21] > SCAN CYCLE 0021 COMPLETE — 1266 contacts indexed
[00:21] > RATING SIGNAL LOCKED: 1205 RR · SILVER V · BOARD #1008
[00:21] > LEAK SCAN: COMBAT PRESSURE below target — drain -11.5 RR/update
[00:21] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
You do not want Joe Bedridden near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. When the fights get cleaner, the team value becomes much easier to see. Current stop pace sits around 11.7 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 3.9 vs 75/h target · weight 20%
-11.5RR / update
Objective actionsavg 15 vs 17/h target · weight 20%
-6.8RR / update
Kills per houravg 61.8 vs 152/h target · weight 20%
-6.3RR / update
Support actionsavg 15.9 vs 18/h target · weight 20%
-3.7RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Objective stops / C4 pressureavg 12 vs 13/h target · weight 20%
+0.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Fix Simulator · Counterfactual
Average scored update right now+11.6 RR
Hit Combat pressure target — nothing else changes+25.6 RR / update
Hit Combat pressure + Objective actions targets+36.4 RR / update
Counterfactual on the same games, same K-factor (~75). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h+257 net
Your games
+257
Field drift
0
15 scored updates in window
72h+257 net
Your games
+257
Field drift
0
15 scored updates in window
7d+328 net
Your games
+328
Field drift
0
22 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 14%RR
Top 55%Combat
Top 71%Objective
Top 49%Support
Top 56%KPH
Objective Stops84/100
KPH41/100
Support23/100
Objective21/100
Combat8/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-15 impact)
⬢ COACH WARNING BADGE Silver V TAPE SAYS Silver III
Wrong direction, friend. The ladder noticed. I noticed. The only one who did not notice was you, apparently, mid-match, when noticing would have helped.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ FAST CLIMB ORDER
There is a leak in the boat and we are NOT redecorating until it is plugged. One leak. I can see it from the bench. Next session we fix THAT and only that. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. Silver IV is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
No strong booster in the last scored game.
Objective Leaks
▼
Clutch stops▼ Major0 / 13 clutch/h target
▼
Frag pressure▼ Major0 / 75 combat/h target
▼
Kill pace▼ Major22.8 / 152 KPH target
Field Orders
◎
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
◎
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET22.8 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
No. That game gave away too much value. The team needed more stop pressure where the round was being fought. Next game: live for the last ugly fight. Plants, defuses, EV blocks, final contests — that is where one stop turns into a stolen round. Coach order: if the enemy is one second from joy, ruin it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-11-03-00-00 / -15 game impact
Coach
COACH WARNING
Wrong direction, friend. The ladder noticed. I noticed. The only one who did not notice was you, apparently, mid-match, when noticing would have helped.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver VSilver V
➞
The tape saysSilver IIISilver III
Two badges, one truth: the ladder owes you money. Collect it next session.
Fast climb order
There is a leak in the boat and we are NOT redecorating until it is plugged. One leak. I can see it from the bench. Next session we fix THAT and only that. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. Silver IV is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 005 STUDENT UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.And before you argue with the board: the best SUPPORT in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Tonight's PRESSURE at 1.03 is a new file record - the old ceiling was 0.96. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
SUPPORT
My clipboard has a dent in it now. We both know whose shift put it there.
0.07
CLASS BAR 1.00
OBJECTIVE
My clipboard has a dent in it now. We both know whose shift put it there.
0.40
CLASS BAR 1.00
The drill // next sessionLone wolves lose Game 7. Trade with your team, share your utility, and watch your own numbers climb.
TRAINYARDLOST
60 damage a minute out, 388 a minute in. You were the pinata, not the bat.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FRAGGER
IN YOUR SQUAD EVERY RECENT GAME
Your body is team equipment: eat the first peek so the medic behind you never has to. Tanking WITH a plan is support work.
▸FILM ROOM // TRAINYARD
The objective sits in the open here. Area denial on the approach beats bodies on the point — make the ground itself hostile.
Field share 69 of 50 across the last ten. You have been carrying, and carrying shows.
❞Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
4 positive +22 last 6

Objective leaks

Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
22.8 / 152 KPH target
2 negative 0.587 vs 0.832

Field orders

Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
22.8 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
This lobby was soft. SOFT. I expected the simple things done like a professional: hold your lane, trade your fights, touch the job. Bare minimum, written in crayon.
What your last games gave me
Functional. There is a word that should haunt you. You did things. The things were fine. FINE. I did not get into coaching for FINE.
How fast this can move you
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 3.9 vs 75/h target · weight 20%
-11.5RR / update
Objective actionsavg 15 vs 17/h target · weight 20%
-6.8RR / update
Kills per houravg 61.8 vs 152/h target · weight 20%
-6.3RR / update
Support actionsavg 15.9 vs 18/h target · weight 20%
-3.7RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Objective stops / C4 pressureavg 12 vs 13/h target · weight 20%
+0.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Fix simulator
Average scored update right now+11.6 RR
Hit Combat pressure target — nothing else changes+25.6 RR / update
Hit Combat pressure + Objective actions targets+36.4 RR / update
Counterfactual on the same games, same K-factor (~75). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h+257 net
Your games+257
Field drift0
15 scored updates in window
72h+257 net
Your games+257
Field drift0
15 scored updates in window
7d+328 net
Your games+328
Field drift0
22 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +15.6 RR / update over 9 updates
Fatigue signature · avg RR by update # in a session
+431st
+152nd
+8.43rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-11-02-20-4010 updates+125
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 14%RR
Top 55%Combat
Top 71%Objective
Top 49%Support
Top 56%KPH
Objective Stops84/100
KPH41/100
Support23/100
Objective21/100
Combat8/100
Personal intelligence / weekly compile

Loadout DNA // Joe Bedridden

Signature mercs, exact functional cards, map habits and the smallest useful next test. Personal history stays personal; field options use separate completed-match evidence.

Weekly compile pending
0completed proof matches
0maps in personal file
Unresolveddominant field lane
COMPILE PENDINGlast seven days

Weekly loadout compile queued

This player ranked after the latest weekly build. The public Field Manual works now; the personal dossier will appear after the next compile.

Signature lanes show the player's observed card art. Every proposed change uses the owner-selected current three-augment representative for that exact merc and loadout code. Skin color never changes the evidence or recommendation.

Open Field Manual

Skill movement + performance history

1205Public Skill RR now
+48Recorded season RR change
+125Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

Line = season RR before public adjustments. Bars match the last ten scored updates below, filtered by the selected range. Performance is a different unit—not direct public RR gains.

Current accounting: 1205 season RR + 0 public adjustment = 1205 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 52 valid updates
2026-11-03-00-00-15 performance
Activity: 15 min / 5 K / 23 A / 0 W
Score: actual 0.587 vs expected 0.832 / margin -0.246
Show exact performance breakdown
0.587Actual score
0.832Expected score
-0.246Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.71
OBJECTIVE0.40
SUPPORT0.07
PRESSURE1.03
ground truth 0.64 vs legacy read 0.28 · 1 match window · 1.00 = your class target for this lobby
2026-11-02-23:20+6 performance
Activity: 22.3 min / 19 K / 18 A / 2 W
Score: actual 0.935 vs expected 0.844 / margin 0.091
Show exact performance breakdown
0.935Actual score
0.844Expected score
0.091Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 50% / ASSAULT 50%engine weight 90%
COMBAT0.80
OBJECTIVE0.75
SUPPORT0.95
PRESSURE1.16
ground truth 1.01 vs legacy read 0.14 · 2 match window · 1.00 = your class target for this lobby
2026-11-02-23-00+37 performance
Activity: 19.1 min / 7 K / 13 A / 0 W
Score: actual 1.325 vs expected 0.859 / margin 0.466
Show exact performance breakdown
1.325Actual score
0.859Expected score
0.466Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.67
OBJECTIVE1.07
SUPPORT2.00
PRESSURE0.84
ground truth 1.36 vs legacy read 0.47 · 2 match window · 1.00 = your class target for this lobby
2026-11-02-22:40+6 performance
Activity: 14.1 min / 12 K / 10 A / 3 W
Score: actual 0.953 vs expected 0.874 / margin 0.079
Show exact performance breakdown
0.953Actual score
0.874Expected score
0.079Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.94
OBJECTIVE0.77
SUPPORT1.09
PRESSURE1.06
ground truth 0.99 vs legacy read 0.38 · 1 match window · 1.00 = your class target for this lobby
2026-11-02-22:20-24 performance
Activity: 6.8 min / 5 K / 5 A / 0 W
Score: actual 0.573 vs expected 0.879 / margin -0.306
Show exact performance breakdown
0.573Actual score
0.879Expected score
-0.306Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.42
OBJECTIVE1.22
SUPPORT0.03
PRESSURE0.92
ground truth 0.64 vs legacy read 0.07 · 1 match window · 1.00 = your class target for this lobby
2026-11-02-22-00+12 performance
Activity: 15 min / 17 K / 15 A / 3 W
Score: actual 1.028 vs expected 0.873 / margin 0.154
Show exact performance breakdown
1.028Actual score
0.873Expected score
0.154Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.99
OBJECTIVE1.60
SUPPORT0.06
PRESSURE1.19
ground truth 1.06 vs legacy read 0.40 · 1 match window · 1.00 = your class target for this lobby
2026-11-02-21:40+30 performance
Activity: 11.3 min / 15 K / 7 A / 0 W
Score: actual 1.247 vs expected 0.862 / margin 0.384
Show exact performance breakdown
1.247Actual score
0.862Expected score
0.384Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.97
OBJECTIVE1.81
SUPPORT2.00
PRESSURE1.01
ground truth 1.24 vs legacy read 0.89 · 1 match window · 1.00 = your class target for this lobby
2026-11-02-21:20+15 performance
Activity: 15 min / 13 K / 12 A / 1 W
Score: actual 1.047 vs expected 0.855 / margin 0.192
Show exact performance breakdown
1.047Actual score
0.855Expected score
0.192Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 61% / MEDIC 39%engine weight 90%
COMBAT0.76
OBJECTIVE0.94
SUPPORT0.98
PRESSURE1.16
ground truth 1.09 vs legacy read 0.60 · 2 match window · 1.00 = your class target for this lobby
2026-11-02-21-00+15 performance
Activity: 14.1 min / 20 K / 6 A / 1 W
Score: actual 0.961 vs expected 0.77 / margin 0.191
Show exact performance breakdown
0.961Actual score
0.77Expected score
0.191Margin
79K-factor
2026-11-02-20:40+43 performance
Activity: 14 min / 14 K / 5 A / 0 W
Score: actual 1.247 vs expected 0.709 / margin 0.538
Show exact performance breakdown
1.247Actual score
0.709Expected score
0.538Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.95
OBJECTIVE0.12
SUPPORT2.00
PRESSURE1.07
ground truth 1.29 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-11-03-00-20
HELD Silver V / Skill RR 1205 / 0 RR
Position 1058 / Objective Stopper / KPH 52.7 / Performance 0 / Field shift 0 / Ladder track 1099
  • No new gameplay detected. Skill RR held.
2026-11-03-00-00
MATCH IMPACT Silver V / Skill RR 1205 / -5 RR
Position 1058 / Objective Stopper / KPH 52.7 / Performance -15 / Field shift 0 / Ladder track 1099
  • -15 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective stops / C4 pressure, Combat pressure and Kills per hour.
Show exact performance breakdown
0.587Actual score
0.832Expected score
-0.246Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.71
OBJECTIVE0.40
SUPPORT0.07
PRESSURE1.03
ground truth 0.64 vs legacy read 0.28 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.166
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.162
Kills per hourPulled RR down
Measured: 5 kills / Kills / hour 22.8
Score: 0.15 / Weight: 19.5% / Impact: -0.133
Objective actionsPulled RR down
Measured: 2 delta / Objective score / hour 9.1
Score: 0.537 / Weight: 20% / Impact: -0.059
Support actionsPulled RR down
Measured: 2.6 delta / Support score / hour 11.9
Score: 0.66 / Weight: 20% / Impact: -0.034
Win resultNeutral
Measured: 0-1 / Win ratio 0%
Score: 0 / Weight: 1% / Impact: -0.002
2026-11-02-23-40
HELD Silver V / Skill RR 1210 / 0 RR
Position 1051 / Objective Stopper / KPH 53.12 / Performance 0 / Field shift 0 / Ladder track 1114
  • No new gameplay detected. Skill RR held.
2026-11-02-23-20
MATCH IMPACT Silver V / Skill RR 1210 / +3 RR
Position 1050 / Objective Stopper / KPH 53.12 / Performance +6 / Field shift 0 / Ladder track 1114
  • +6 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Verified public data bonus. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
0.935Actual score
0.844Expected score
0.091Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 50% / ASSAULT 50%engine weight 90%
COMBAT0.80
OBJECTIVE0.75
SUPPORT0.95
PRESSURE1.16
ground truth 1.01 vs legacy read 0.14 · 2 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.169
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.169
Combat pressurePulled RR down
Measured: 1.2 delta / Combat score / hour 4.1
Score: 0.054 / Weight: 19.5% / Impact: -0.154
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 3.4
Score: 0.189 / Weight: 20% / Impact: -0.131
Kills per hourPulled RR down
Measured: 19 kills / Kills / hour 64.7
Score: 0.425 / Weight: 19.5% / Impact: -0.082
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 33% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-11-02-23-00
MATCH IMPACT Silver V / Skill RR 1207 / +14 RR
Position 1054 / Objective Stopper / KPH 52.9 / Performance +37 / Field shift 0 / Ladder track 1108
  • +37 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions and Verified public data bonus. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
1.325Actual score
0.859Expected score
0.466Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.67
OBJECTIVE1.07
SUPPORT2.00
PRESSURE0.84
ground truth 1.36 vs legacy read 0.47 · 2 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 14.7 delta / Support score / hour 88.3
Score: 2 / Weight: 20% / Impact: +0.228
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.172
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.172
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.167
Kills per hourPulled RR down
Measured: 7 kills / Kills / hour 42.1
Score: 0.277 / Weight: 19.5% / Impact: -0.114
Verified public data bonusPushed RR up
Measured: soft field faced, carried the lobby (1.33x avg output), topped a losing team 1x — the field remembers, measured accuracy 32% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
Show older movement history / 5
2026-11-02-22-40
MATCH IMPACT Silver V / Skill RR 1193 / +4 RR
Position 1071 / Objective Stopper / KPH 53.02 / Performance +6 / Field shift 0 / Ladder track 1071
  • +6 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions and Verified public data bonus. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
0.953Actual score
0.874Expected score
0.079Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.94
OBJECTIVE0.77
SUPPORT1.09
PRESSURE1.06
ground truth 0.99 vs legacy read 0.38 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.175
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.175
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.17
Support actionsPushed RR up
Measured: 6 delta / Support score / hour 25.5
Score: 1.418 / Weight: 20% / Impact: +0.109
Kills per hourPulled RR down
Measured: 12 kills / Kills / hour 51.1
Score: 0.336 / Weight: 19.5% / Impact: -0.105
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 39% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-11-02-22-20
MATCH IMPACT Bronze I / Skill RR 1189 / -5 RR
Position 1076 / Objective Stopper / KPH 53.05 / Performance -24 / Field shift 0 / Ladder track 1065
  • -24 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Objective stops / C4 pressure. Positive signals from Verified public data bonus reduced the loss.
Show exact performance breakdown
0.573Actual score
0.879Expected score
-0.306Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.42
OBJECTIVE1.22
SUPPORT0.03
PRESSURE0.92
ground truth 0.64 vs legacy read 0.07 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.176
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.176
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.176
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.171
Kills per hourPulled RR down
Measured: 5 kills / Kills / hour 44.1
Score: 0.29 / Weight: 19.5% / Impact: -0.115
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 30% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-11-02-22-00
MATCH IMPACT Silver V / Skill RR 1194 / +6 RR
Position 1067 / Objective Stopper / KPH 53.12 / Performance +12 / Field shift 0 / Ladder track 1089
  • +12 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Support actions.
Show exact performance breakdown
1.028Actual score
0.873Expected score
0.154Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.99
OBJECTIVE1.60
SUPPORT0.06
PRESSURE1.19
ground truth 1.06 vs legacy read 0.40 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.175
Combat pressurePulled RR down
Measured: 2.2 delta / Combat score / hour 10.5
Score: 0.14 / Weight: 19.5% / Impact: -0.143
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 4.8
Score: 0.266 / Weight: 20% / Impact: -0.122
Kills per hourPulled RR down
Measured: 17 kills / Kills / hour 81.3
Score: 0.535 / Weight: 19.5% / Impact: -0.066
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 34% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
Win resultNeutral
Measured: 3-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.013
2026-11-02-21-40
MATCH IMPACT Bronze I / Skill RR 1188 / +9 RR
Position 1076 / Objective Stopper / KPH 52.71 / Performance +30 / Field shift 0 / Ladder track 1077
  • +30 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Verified public data bonus and Support actions. Weak/low signals: Combat pressure, Objective actions and Kills per hour.
Show exact performance breakdown
1.247Actual score
0.862Expected score
0.384Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.97
OBJECTIVE1.81
SUPPORT2.00
PRESSURE1.01
ground truth 1.24 vs legacy read 0.89 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 4.5 delta / Stop score / hour 29.8
Score: 2 / Weight: 20% / Impact: +0.228
Combat pressurePulled RR down
Measured: 2.2 delta / Combat score / hour 14.6
Score: 0.194 / Weight: 19.5% / Impact: -0.13
Objective actionsPulled RR down
Measured: 1.5 delta / Objective score / hour 9.9
Score: 0.585 / Weight: 20% / Impact: -0.055
Kills per hourPulled RR down
Measured: 15 kills / Kills / hour 99.4
Score: 0.654 / Weight: 19.5% / Impact: -0.041
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 45% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Support actionsPushed RR up
Measured: 2.7 delta / Support score / hour 17.9
Score: 0.994 / Weight: 20% / Impact: +0.026
2026-11-02-21-20
MATCH IMPACT Bronze I / Skill RR 1179 / +7 RR
Position 1090 / Objective Stopper / KPH 52.22 / Performance +15 / Field shift 0 / Ladder track 1047
  • +15 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Support actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.047Actual score
0.855Expected score
0.192Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 61% / MEDIC 39%engine weight 90%
COMBAT0.76
OBJECTIVE0.94
SUPPORT0.98
PRESSURE1.16
ground truth 1.09 vs legacy read 0.60 · 2 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 5 delta / Stop score / hour 23.9
Score: 1.839 / Weight: 20% / Impact: +0.197
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.171
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.167
Kills per hourPulled RR down
Measured: 13 kills / Kills / hour 62.2
Score: 0.409 / Weight: 19.5% / Impact: -0.087
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 12
Score: 0.703 / Weight: 20% / Impact: -0.03
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 29% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

DBRanked is an independent, fan-built competitive ladder for Dirty Bomb — built, run, and funded by one merc from the community. It is not affiliated with Splash Damage. The game stopped being maintained; the field didn't. This board exists so the mercs still fighting have a ladder worth fighting on.

Do I need to install anything?

No. Nothing to install, nothing to run, nothing to connect. DBRanked never touches your machine, your game, or your account — it reads publicly available match telemetry and nothing else. If a site claiming to be us ever asks you to install something, it isn't us.

Does DBRanked affect my in-game stats or account?

Never. The system is read-only by design. It cannot modify, touch, or interfere with anything in the game — it only watches and ranks.

How is this different from DBStats?

DBStats shows lifetime raw numbers. DBRanked is the competitive layer built on top of the living field: monthly seasons, placement, ranks, signal rules, a board that responds every 20 minutes. One is an archive. This is a ladder.

How do I get on the ladder?

Play. There is no signup, no registration, no application. The engine discovers active mercs on its own and opens a dossier automatically. Fight scored games and the system finds you.

Is Dirty Bomb even still alive?

Alive enough to fight on. Quieter than the old days — but the mercs still here are the ones who never stopped loving this game, and now there's a live ladder under them. The board fills with one kind of player: the ones who came back. Be one of them.

The ladder just opened. Does being early matter?

More than it will again. Right now the top of the board is being claimed for the first time, by whoever shows up and fights for it. Give it a season and those slots are defended by mercs with the deepest proven records on the field. Founding names are remembered — and there's exactly one window to become one.

I haven't played in years. Do I grind up from the bottom?

No. The first time the system scores you, it reads your full lifetime field record and places you from it — you don't start at the floor, you start where your history says you stand, then prove it from there. The years you already put in aren't gone. They're your opening position.

Can someone take my place on the board?

Always. The board shows the mercs directly above and below you — the ones hunting your slot and the ones you're hunting. They don't wait. Every 20-minute update you sit out is another window someone else spends proving into your space. Rank here is held, not owned.

Does any of this last, or does it reset?

Ranks reset each season. The record doesn't. What you do is written into your dossier permanently, and the rare command citations the system issues for exceptional records never expire, can't be bought, and can't be requested. Seasons end. What you proved on the field stays on file.

What stops cheaters from ruining it?

The system watches for play that doesn't add up, and command reviews the evidence before anything is final. Confirmed cheaters aren't quietly deleted — they're quarantined and left on the board as a marked warning. The field remembers who fought fair. It remembers who didn't, too.

Why chase a rank in a game this old?

Because nobody hands it to you. No clan to carry you, no queue luck to thank, no shop to buy your way up. Every point on this board is something a merc earned with their own hands, in a game the rest of the world wrote off. That's exactly what makes it worth holding.

I changed my in-game name — do I lose my rank?

No. Your dossier follows your contract, not your name. Rename as often as you like; the system already knows who you are.

Can a fresh account just smurf to the top?

Fresh contracts are profiled like everyone else — and the engine pays particular attention to accounts whose play doesn't match their age. Placement gates visibility, and the field has long memory. Climb honestly; it's faster.

Can rank be bought, requested, or gifted?

No. Nothing on DBRanked is purchasable — not rank, not RR, not honors. The rare command citations that exist are written by the system and signed by command. They cannot be requested, and asking for one is the most reliable way to never receive it.

Who decides the rules? Can they change?

Command does, and yes — the ladder is alive and its laws evolve with the field. Every rule change ships publicly in System Updates. What never changes: the base RR formula isn't for sale, isn't negotiable, and applies to everyone equally.

Can I remove my profile from DBRanked?

Yes. The ladder ranks the public field, but the field is made of people. If you want your dossier removed, write to command at info@dbranked.com and it will be handled — no forms, no fight.

How season rank works

Every season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

What is Skill RR?

Skill RR is the player's live season rank score. It decides the public tier, promotion distance, danger zone, and leaderboard order. Higher Skill RR means the player is holding a stronger place in the active season field.

How do I climb?

Climbing means your games create more useful team value than the players fighting for the same rank space. Useful value is not only kills. Dirty Bomb rewards rounds: combat pressure, obj work, support, stops, wins, trades, revives, plants, defuses, EV/C4 work, and pressure that helps the team move or hold the objective. Every match is weighed on its own now - a hard push for the team lifts you, and a game spent coasting or padding stats without helping the round pulls you down just as plainly. Play for the win, not the scoreboard.

What is Impact?

Impact is what your own latest scored game did for the rank. Positive impact means your game gave the rank useful value. Negative impact means the game left value on the table. A zero impact row usually means the player did not create a new personal scored movement in that 20-minute update.

Why can Skill RR move when I did not play?

The board is live. Other players are fighting for the same rank space. If they move around you, your Skill RR can open slightly or get pushed slightly even while your own game stats stay the same. This is field movement, not your own valid scored update.

What is Last 6 games?

Last 6 games is short recent form from the player's last active scored games. Idle update windows do not count. It shows whether the player is heating up, holding, or under pressure in real play.

What is Rank pressure?

Rank pressure is the fight for space on the ladder. "Others pushed -12 RR" means nearby players made the rank space harder during the recent active window. "Field opened +8 RR" means the ranked field moved in the player's favor.

What is Idle field shift?

Idle field shift is movement that happened while the player had no new scored game. It is not the player's own performance. It does not keep Active Signal alive, does not start Rank at Risk, and does not count as proof.

What is Lost Signal?

Lost Signal means a ranked player has not recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

What is Rank at Risk?

Rank at Risk starts when a Lost Signal player returns with a valid scored update. A 7-day proof window opens. The player needs at least 2 valid scored updates, but can play more. If they reach 6 valid scored updates, proof can finish early. The new live rank is based on last proven RR corrected by fresh proof, not automatically restored from the old rank.

Do I become Unranked if I stop playing?

No. Unranked means you have not completed placement yet. If you already earned rank and later lose signal, the correct state is Lost Signal: your last proven rank stays saved, but your live rank slot is released after full activation.

Do I start from Bronze when I return?

No. You do not restart from Bronze automatically. When you return after Lost Signal, Rank at Risk begins. Your next live rank is based on your last proven RR corrected by fresh proof-window performance.

What are Climb meter and Danger meter?

Climb meter shows how close the player is to the next rank band. Danger meter shows how close the player is to the lower edge of the current band. Promotion push means close to moving up. Danger zone means close to slipping down.

What are the engine stats?

Combat engine means fight pressure: kills, trades, damage pressure, and fights that make space. Obj pressure means direct round work around EV, C4, plants, defuses, delivery, repair, escort, and contests. Team support means revives, assists, and team actions that keep the wave alive. Clutch stops mean late stops around plants, defuses, EV fights, and round-saving moments.

What is Playstyle?

Playstyle is the strongest match role currently visible from the player's stats. Combat players create fight pressure. Objective players move the round. Support players keep the team alive. Clutch players show up around stops and swing moments. Balanced players bring value in several lanes.

What is Ranked Read?

Ranked Read is the positive player bio on the profile. It describes how the player helps a team win rounds. It is made to be readable and shareable, while still being based on the player's real signals.

What is Coach Read?

Coach Read is the practical game plan for the next game. It looks at what helped and what needs more attention, then turns it into Dirty Bomb advice: play closer to obj, keep the wave alive, trade cleaner, protect plants, stop defuses, revive, contest, or turn pressure into space the team can use.

What is Ladder track?

Ladder track is a secondary running track shown for context. Skill RR is the public season rank number. Ladder track is not the player bio, not the player's potential, and not the number used for the public tier display.

What is Peak form?

Peak form shows the best recent season level the player has already demonstrated on the ranked view. It is there to show what the player has reached when their strongest games came together.

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

What does History show?

History is the player's ranked trail. It shows Skill RR movement, personal impact, field movement, and available exact breakdowns for scored games. Use it to see why the profile moved, not just where it landed.

I have low rank, now what?

Low rank does not mean you are a bad player. It means your recent games show places where you can create more team value. Open your profile, read Coach Read, and focus the next game on the clearest path: obj, revives, trades, stops, plants, defuses, or cleaner fights with the team.

What happens when a cheater is caught?

When verified evidence confirms unfair play, the contract is placed under Integrity Quarantine: the dossier is stripped, the rating is locked by command, and the player stops occupying any rank slot — the field closes around them as if they were never there, and everyone they were ranked above moves up automatically. The quarantine label on their profile is permanent unless overturned by command.

And the mercs who had to share a server with them? The system sees those sessions and credits Hazard Pay — an automatic Skill RR compensation, marked on your profile. You never need to report anything or claim anything; it simply arrives. The amounts, timing, and detection rules are deliberately not published, and seeking out contaminated lobbies earns nothing extra. Fight your normal games — the system has the rest.

How does DBRanked detect cheaters?

The engine flags. Command convicts. The system continuously profiles every tracked contract's field signature, and play that doesn't belong to honest hands raises its own file — silently. Statistical anomalies alone never quarantine anyone: a verdict is only stamped after the flagged play has been verified against evidence at command level.

That's also your protection — an unusual stat line, a hot streak, a smurf-level month will never get an honest merc quarantined. Evidence convicts, nothing else. And the methods themselves stay sealed: every detection rule we publish is a rule someone learns to play around. If you fight clean, none of this concerns you.

What should I play more?

Your profile tells you. If Obj pressure is low, play closer to EV/C4, plants, defuses, repair, delivery, escort, and contests. If Team support is low, stay closer to teammates and add revives, assists, ammo, health, and trades. If Combat engine is low, take cleaner fights with the wave. If Clutch stops are low, respect late-round moments and stay alive near the win condition.

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