Tracked players: 2692 · 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. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
555 / 2692Active ranked this season
18:21
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.

2026-07-18 Last update UTC 15:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Üçkağıtçı Sinan
Unranked
SEASON I REWARD
Bronze IV
Bronze IV
Highest peak rank from Jun 2026

Üçkağıtçı Sinan0 Skill RR

Unranked

Placement0/4 valid updates / state file ? unknown
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATING 0/10
?
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.
/100
Calibrating
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLEDCALIBRATING
BASE SKILL RR833
PRESSURE BUDGET±21 RR
VISIBLE PREVIEW833

More eligible live-server matches are needed before the signed pressure signal is released.

Current gauge
Newest match
50Expected pressure
0/10Eligible live matches
No eligible live-server match is available yet. The gauge will calibrate automatically as fresh normalized matches arrive.
Loss Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Üçkağıtçı Sinan needs more scored rounds before the read is clear, but support value is the first team-value sign. Useful rounds come from staying near the push, helping the wave, and making fights matter for the obj.

Team value: support value Strongest: support value · strong Next: more obj work Lock: 0/4
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
19 d ago · 21 DBRanked servers · scan fresh
Last serversaved sighting
[BLOOD]SquadClan BLOODBATH OBJ\/EXE\/SW: Voting | FF-OFF
obj_bridge · Objective · Early Game
Veteran signallast saved
Level 17
last saved DBRanked roster level
Maplast saved
obj_bridge
Objective · Early Game
Last lobby3 ranked players
4/16
players in monitored server
Lobby difficultyBronze
852
avg Skill RR 852
Ranked densityrank signal
75%
3 of 4 detected players
Stomp riskbalance signal
78 / 100
live lobby spread pressure
Rookie pressurerookie signal
1 / 4
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Unranked
0Unranked · Skill RR
Season placement0/4
0/4 valid scored games complete
939Peak form
880All-time peak
833Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Support · Secondary: Objective Stops
Form engine
STABLE-14 last 6
1 positive · 4 negative · 6 active in the last 6 updates
Pressure meterHIGH
80/100
Stability67%
SWINGY
Peak form gapBronze II
+939 gap
Standing moveSkill scale
-17
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
-2
Player DNAStable read
Üçkağıtçı Sinan is still getting enough scored rounds on the board, but the early value is already pointing toward support value. Every valid update helps show where this player gives the team the most value. Current support pace sits around 27.9 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 15:41:40 UTC
NEXT SCAN 18:20
CONTACTS 555 INDEXED
THREAT LEVEL ELEVATED
SENTINEL UPLINK ACTIVE · Üçkağıtçı Sinan 0 RR · CONTACT #? CLOSURE -444/DAY · FORM STABLE — 1/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -3.7 RR/UPDATE · PEAK FORM 939 ON RECORD · LADDER PRESSURE HIGH 80/100 ·
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
Üçkağıtçı Sinan
Unranked · Held-Rank Veteran
BOARD POS
RR 0PEAK 939STATE STABLECONF 83
● 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 6 SIGNALS
Placement ActiveSEV-30/4 valid scored updates complete. Season rank unlocks at four.
Threat ClosingSEV-2#? Дед gained -444 RR today, 0 RR behind.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -3.7 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#? ¿ʞɔnɟ ǝɥʇ ʇɐɥʍ is 0 RR ahead and closing.
Form HoldingCLEAR1 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
939Peak form
880All-time peak
833Ladder track
+59RR above floor
0Unranked · Skill RRPLACEMENT · 0/4 SCORED
Season placement0/4 scored
REACTOR PULSE · FORM LAST 6STABLE -14
Sentinel Confidence
83HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (563 rows), stored scored breakdowns (15) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 7 SESSIONS ANALYSED
-1.6 1st Deploybleeding
-2 2nd Deploybleeding
-5.6 3rd+ Deploybleeding
⬢ 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 ~5.6 RR per session at current pace.
Strongest Window
1217 UTC avg -2.5 RR / update over 8 updates weakest: 1823 UTC (avg -8.2)
Recent Sessions
2026-06-29-11-201 update-27
2026-06-15-141 update-4
2026-06-15-021 update+24
2026-06-14-171 update-1
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
80/100HIGH
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
1/6HOT RATIO
Hot Ratio
positive in last 6 updates
-14STABLE
Form Engine
net RR across last 6
+939peak form gap -17standing move -2idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Support
87
Objective Stops
70
Objective
28
KPH
18
Combat
5
0season KPH 23.5profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[15:41] > SCAN CYCLE 1541 COMPLETE — 555 contacts indexed
[15:41] > RATING SIGNAL LOCKED: 0 RR · UNRANKED
[15:41] > LEAK SCAN: COMBAT PRESSURE below target — drain -3.7 RR/update
[15:41] > THREAT TRACK: contact #? closure -444/d
Sentinel Read · Player Assessment
Üçkağıtçı Sinan is still getting enough scored rounds on the board, but the early value is already pointing toward support value. Every valid update helps show where this player gives the team the most value. Current support pace sits around 27.9 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 15 stored scored games
Combat pressureavg 58.5 vs 56/h target · weight 32%
-3.7RR / update
Kills per houravg 17.2 vs 182/h target · weight 18%
-2.9RR / update
Objective actionsavg 3.8 vs 18/h target · weight 18%
-2.1RR / update
Objective stops / C4 pressureavg 223.8 vs 18/h target · weight 13%
-0.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
0RR / update
Win resultavg 1 vs 1/h target · weight 1%
+0.1RR / update
Support actionsavg 201.7 vs 14/h target · weight 18%
+5.9RR / update
Fix Simulator · Counterfactual
Average scored update right now-3.3 RR
Hit Combat pressure target — nothing else changes+11.1 RR / update
Hit Combat pressure + Kills per hour targets+19.7 RR / update
Counterfactual on the same games, same K-factor (~53). 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-27 net
Your games
-27
Field drift
0
1 scored update in window
72h-27 net
Your games
-27
Field drift
0
1 scored update in window
7d-27 net
Your games
-27
Field drift
0
1 scored update in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 23%RR
Top 78%Combat
Top 64%Objective
Top 8%Support
Top 93%KPH
Support87/100
Objective Stops70/100
Objective28/100
KPH18/100
Combat5/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-27 impact)
⬢ ANGRY REVIEW BADGE Unranked TAPE SAYS Bronze V
Sub-par across the board. You fell out of position so often I started marking it like a drinking game, and then I stopped, for health reasons.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Identical. The file is consistent and I am consistently unimpressed by consistency. Surprise me upward.
⬢ FAST CLIMB ORDER
Emergency footing, right now. Simple fights, team at your shoulder, objective in sight. No heroics — heroics are how we GOT here. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. Bronze IV is a CAMPAIGN, not a coupon. No single-match miracles — bring me weeks of loud, honest tape and we take that hill the old way. I will carry the flag. You carry EVERYTHING ELSE.
Working Signals
Win result▲ Minor100%
Objective Leaks
Objective work▼ Medium0 / 17 objective/h target
Team support▼ Medium0 / 18 support/h target
Clutch stops▼ Medium0 / 13 clutch/h target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Serious reset. The team cannot use pressure that never reaches the round. Next game, stay with the wave and make the obj feel it. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. Coach order: no sightseeing. Get on the obj or make the enemy leave 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 2026-06-29-11:20 / -27 game impact
Coach
ANGRY REVIEW
Sub-par across the board. You fell out of position so often I started marking it like a drinking game, and then I stopped, for health reasons.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeUnrankedUnranked
The tape saysBronze VBronze V
Identical. The file is consistent and I am consistently unimpressed by consistency. Surprise me upward.
Fast climb order
Emergency footing, right now. Simple fights, team at your shoulder, objective in sight. No heroics — heroics are how we GOT here. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. Bronze IV is a CAMPAIGN, not a coupon. No single-match miracles — bring me weeks of loud, honest tape and we take that hill the old way. I will carry the flag. You carry EVERYTHING ELSE.

Working signals

Win result▲ Minor
100%
1 positive -20 last 6

Objective leaks

Objective work▼ Medium
0 / 17 objective/h target
Team support▼ Medium
0 / 18 support/h target
Clutch stops▼ Medium
0 / 13 clutch/h target
5 negative 0.060 vs 0.400

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
What I expected from your last games
Listen. You are new tape. I do not need a highlight reel, I need a PULSE. Touch the objective, trade a fight, prove you are not a cardboard cutout someone propped up in spawn.
What your last games gave me
Proxy's mines showed more initiative, and they are LITERALLY INANIMATE until someone steps on them. That is the bar you went under.
How fast this can move you
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
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 15 stored scored games
Combat pressureavg 58.5 vs 56/h target · weight 32%
-3.7RR / update
Kills per houravg 17.2 vs 182/h target · weight 18%
-2.9RR / update
Objective actionsavg 3.8 vs 18/h target · weight 18%
-2.1RR / update
Objective stops / C4 pressureavg 223.8 vs 18/h target · weight 13%
-0.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0RR / update
Win resultavg 1 vs 1/h target · weight 1%
+0.1RR / update
Support actionsavg 201.7 vs 14/h target · weight 18%
+5.9RR / update
Fix simulator
Average scored update right now-3.3 RR
Hit Combat pressure target — nothing else changes+11.1 RR / update
Hit Combat pressure + Kills per hour targets+19.7 RR / update
Counterfactual on the same games, same K-factor (~53). 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-27 net
Your games-27
Field drift0
1 scored update in window
72h-27 net
Your games-27
Field drift0
1 scored update in window
7d-27 net
Your games-27
Field drift0
1 scored update in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1217 UTC avg -2.5 RR / update over 8 updates weakest: 1823 UTC (avg -8.2)
Fatigue signature · avg RR by update # in a session
-1.61st
-22nd
-5.63rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-06-29-11-201 update-27
2026-06-15-141 update-4
2026-06-15-021 update+24
2026-06-14-171 update-1
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 23%RR
Top 78%Combat
Top 64%Objective
Top 8%Support
Top 93%KPH
Support87/100
Objective Stops70/100
Objective28/100
KPH18/100
Combat5/100
Personal intelligence / weekly compile

Loadout DNA // Üçkağıtçı Sinan

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

974Skill RR
+23Skill RR delta
981Peak Skill RR shown
72Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 0 scored games ? 0/4 valid updates
2026-06-29-01-40
FIELD SHIFT Silver III / Skill RR 974 / -7 RR
Position 366 / Support / Revive / KPH 23.55 / Performance 0 / Field shift -2
  • No new gameplay detected. Skill RR moved -7 from ranked-field movement.
2026-06-28-04
FIELD SHIFT Silver IV / Skill RR 981 / +7 RR
Position 369 / Support / Revive / KPH 23.55 / Performance 0 / Field shift -4 / Ladder track 860
  • No new gameplay detected. Skill RR moved +7 from ranked-field movement.
2026-06-28-01
FIELD SHIFT Dormant / Skill RR 974 / +4 RR
Position - / Support / Revive / KPH 23.58 / Performance 0 / Field shift +4 / Ladder track 857
  • No new gameplay detected. Skill RR moved +4 from ranked-field movement.
2026-06-27-23
FIELD SHIFT Dormant / Skill RR 970 / +1 RR
Position - / Support / Revive / KPH 23.58 / Performance 0 / Field shift +2 / Ladder track 857
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-06-27-22
HELD Dormant / Skill RR 969 / 0 RR
Position - / Support / Revive / KPH 23.58 / Performance 0 / Field shift 0 / Ladder track 857
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-06-27-21
FIELD SHIFT Dormant / Skill RR 969 / -2 RR
Position - / Support / Revive / KPH 23.58 / Performance 0 / Field shift -2 / Ladder track 857
  • No new gameplay detected. Skill RR moved -2 from ranked-field movement.
2026-06-27-19
FIELD SHIFT Dormant / Skill RR 971 / +1 RR
Position - / Support / Revive / KPH 23.58 / Performance 0 / Field shift +1 / Ladder track 857
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-06-27-18
HELD Dormant / Skill RR 970 / 0 RR
Position - / Support / Revive / KPH 23.58 / Performance 0 / Field shift 0 / Ladder track 857
  • No new gameplay detected. Skill RR held.
2026-06-27-17
HELD Dormant / Skill RR 970 / 0 RR
Position - / Support / Revive / KPH 23.58 / Performance 0 / Field shift 0 / Ladder track 857
  • No new gameplay detected. Skill RR held.
2026-06-27-16
FIELD SHIFT Dormant / Skill RR 970 / -2 RR
Position - / Support / Revive / KPH 23.58 / Performance 0 / Field shift -2 / Ladder track 857
  • No new gameplay detected. Skill RR moved -2 from ranked-field movement.
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 monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

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 had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

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.

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

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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