Tracked players: 5414 · 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.
588 / 5414Active ranked this season
17:12
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.

2026-09-03 Last update UTC 17:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
g-man
SIGNAL LOST - FLATLINED
Over 7 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
RESTITUTION PAID — +57 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +12 RR on Jul 27, 2026 12:40 UTC. Games poisoned by cheaters can never count against anyone here.
Gold I
SEASON I REWARD
Gold V
Gold V
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

g-man1593 Skill RR

Gold I

Lost SignalLast proven rank saved / live slot released / state file ? 11.1d ago
☣ Hazard pay13 RR lifetime / the system pays the mercs who endure a quarantined contract
1593Skill RR
#-Board position
DormantField state
Season peak savedSafety
Won Loss Won Loss Loss Won Loss Won Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

g-man is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More fight pressure near the team would make those useful minutes much more dangerous. This player also puts enough time into the round to make the team pressure matter. Keep that pace stable and the stop pressure and obj work can keep carrying useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
11 d ago · 16 DBRanked servers · scan fresh
Last serversaved sighting
[BSH] Big Slut House HARDCORE | FF on | 8vs8 | GET HARD | Ping Limit 399 | Min LVL 50 | discord.gg/NmWVWU2mEN
obj_dockyard · Stopwatch · Late Game
Maplast saved
obj_dockyard
Stopwatch · Late Game
Last lobby15 ranked players
15/16
players in monitored server
Lobby difficultyGold I
1596
avg Skill RR 1596
Ranked densityrank signal
100%
15 of 15 detected players
Stomp riskbalance signal
67 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
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
Gold I
1593Gold I · Skill RR
Gold II → Gold I21%
34 RR to Gold I9 RR above floor
2148Peak form
2094All-time peak
1909Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
COLD-56 last 6
3 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapElite
+555 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftoffline
+15
Player DNAStable read
g-man is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 20.6 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 17:42:50 UTC
NEXT SCAN 17:10
CONTACTS 588 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · g-man 1593 RR · FORM COLD — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11.8 RR/UPDATE · PEAK FORM 2148 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
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
g-man
Gold I · Held-Rank Veteran
BOARD POS
RR 1593PEAK 2148STATE COLDCONF 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, -11.8 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Cold StreakSEV-22 negative in the last 6 updates, -56 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2148Peak form
2094All-time peak
1909Ladder track
+9RR above floor
1593Gold I · Skill RR21% TO GOLD I
Gold II → Gold I21% · 34 RR needed
REACTOR PULSE · FORM LAST 6COLD -56
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (2047 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 SESSIONS ANALYSED
-3 1st Deploybleeding
-21.5 2nd Deploybleeding
-11.2 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 ~11.5 RR per session at current pace.
Strongest Window
1217 UTC avg -10 RR / update over 8 updates weakest: 0611 UTC (avg -14)
Recent Sessions
2026-08-23-12-007 updates-49
2026-08-19-11-202 updates-46
2026-08-16-11-401 update-13
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-56COLD
Form Engine
net RR across last 6
+555peak form gap 0standing move +15idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
86
Support
64
KPH
47
Combat
7
68.3season KPH 61.3profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[17:42] > SCAN CYCLE 1742 COMPLETE — 588 contacts indexed
[17:42] > RATING SIGNAL LOCKED: 1593 RR · GOLD I
[17:42] > LEAK SCAN: COMBAT PRESSURE below target — drain -11.8 RR/update
[17:42] > FORM ENGINE: 3/6 positive — band COLD, stability 50%
Sentinel Read · Player Assessment
g-man is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 20.6 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 6 vs 75/h target · weight 20%
-11.8RR / update
Kills per houravg 55 vs 152/h target · weight 20%
-8.4RR / update
Support actionsavg 10.6 vs 18/h target · weight 20%
-5.9RR / update
Objective actionsavg 19.3 vs 17/h target · weight 20%
-0.8RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.8RR / update
Objective stops / C4 pressureavg 25.3 vs 13/h target · weight 20%
+2.6RR / update
Fix Simulator · Counterfactual
Average scored update right now-10.9 RR
Hit Combat pressure target — nothing else changes0 RR / update
Hit Combat pressure + Kills per hour targets+7.6 RR / update
Counterfactual on the same games, same K-factor (~61). 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-49 net
Your games
-49
Field drift
0
7 scored updates in window
72h-49 net
Your games
-49
Field drift
0
7 scored updates in window
7d-95 net
Your games
-95
Field drift
0
9 scored updates 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 4%RR
Top 61%Combat
Top 10%Objective
Top 12%Support
Top 45%KPH
Objective Stops100/100
Objective86/100
Support64/100
KPH47/100
Combat7/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+2 impact)
⬢ LEVEL HELD BADGE Gold I TAPE SAYS Elite
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
⬢ FAST CLIMB ORDER
Safe is the enemy now. You built a floor — great, lovely floor, very stable — NOW BUILD STAIRS. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Gold I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Clutch stops▲ High41 / 13 clutch/h target
Objective work▲ High27.9 / 17 objective/h target
Objective Leaks
Frag pressure▼ Major9.9 / 75 combat/h target
Team support▼ Major4 / 18 support/h target
Kill pace▼ Major67.6 / 152 KPH target
Field Orders
Frag pressureTARGET9.9 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Team supportTARGET4 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill paceTARGET67.6 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good. The useful work came from stop pressure, and that is something the team can play around. Next game: be the entry, not the tourist. Force the trade where the team can actually walk through the door you opened. Coach order: open the push, then help it walk through.
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 helped 2026-08-23-15:20 / +2 game impact
Coach
LEVEL HELD
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IGold I
The tape saysEliteElite
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
Safe is the enemy now. You built a floor — great, lovely floor, very stable — NOW BUILD STAIRS. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Gold I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 017 FAVORITE UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 17. Sit down - the file is open and I have been reading it since before you walked in.The file also says 5 straight orders followed. That combination is rare enough in this room that I underline it.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.
0.04
CLASS BAR 1.00
OBJECTIVE
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
2.00
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Play with your team in your peripheral vision. The engine pays assault players who make the five better, not just the one.
DOCKYARDWON
202 damage a minute out, 343 a minute in. You were the pinata, not the bat.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD EVERY RECENT GAME
Lob over your own line into theirs. Nader is the only covering fire that ignores the cover.
FILM ROOM // DOCKYARD
Attacking Dockyard: rotate carriers — the same runner on the same route is a rerun the defense has already watched. New face, new lane, new problem.
I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Clutch stops▲ High
41 / 13 clutch/h target
Objective work▲ High
27.9 / 17 objective/h target
3 positive -68 last 6

Objective leaks

Frag pressure▼ Major
9.9 / 75 combat/h target
Team support▼ Major
4 / 18 support/h target
Kill pace▼ Major
67.6 / 152 KPH target
3 negative 1.018 vs 0.988

Field orders

Frag pressuretarget
9.9 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
4 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill pacetarget
67.6 / 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
At your level, decent is an insult you do to yourself. I expected you to grab rounds by the collar. The lane you stand in should become a no-fly zone.
What your last games gave me
You dismantled their whole structure in round one and then spent the rest of the match charging them rent on the ruins.
How fast this can move you
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
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 6 vs 75/h target · weight 20%
-11.8RR / update
Kills per houravg 55 vs 152/h target · weight 20%
-8.4RR / update
Support actionsavg 10.6 vs 18/h target · weight 20%
-5.9RR / update
Objective actionsavg 19.3 vs 17/h target · weight 20%
-0.8RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.8RR / update
Objective stops / C4 pressureavg 25.3 vs 13/h target · weight 20%
+2.6RR / update
Fix simulator
Average scored update right now-10.9 RR
Hit Combat pressure target — nothing else changes+0 RR / update
Hit Combat pressure + Kills per hour targets+7.6 RR / update
Counterfactual on the same games, same K-factor (~61). 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-49 net
Your games-49
Field drift0
7 scored updates in window
72h-49 net
Your games-49
Field drift0
7 scored updates in window
7d-95 net
Your games-95
Field drift0
9 scored updates 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 -10 RR / update over 8 updates weakest: 0611 UTC (avg -14)
Fatigue signature · avg RR by update # in a session
-31st
-21.52nd
-11.23rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-08-23-12-007 updates-49
2026-08-19-11-202 updates-46
2026-08-16-11-401 update-13
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 4%RR
Top 61%Combat
Top 10%Objective
Top 12%Support
Top 45%KPH
Objective Stops100/100
Objective86/100
Support64/100
KPH47/100
Combat7/100
Personal intelligence / weekly compile

Loadout DNA // g-man

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

Strong personal record
217completed proof matches
9maps in personal file
Objectivedominant field lane
IMPROVINGlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried JAVELIN / SH61 loadout card
JAVELIN / SH61Fire Support

87 completed matches / 60.9% observed result

Signature 2 PROXY / KE12 loadout card
PROXY / KE12Engineer

74 completed matches / 58.1% observed result

Signature 3 AURA / BL83 loadout card
AURA / BL83Medic

72 completed matches / 52.8% observed result

Signature 4 AURA / R81 loadout card
AURA / R81Medic

51 completed matches / 56.9% observed result

Role DNA
Combat
36
Objective
94
Support
56
Precision
37
Pressure
30
Compared with tracked ranked playersSTRONG evidence
02 / controlled test

Next field order

One change at a time. No random merc swap and no claim that an association guarantees a win.

Current FLETCHER / BL43 loadout card
FLETCHER / BL43Engineer
Test FLETCHER / BL32 loadout card
FLETCHER / BL32Engineer
Keep FLETCHER. Change one card.

This is a controlled same-merc test: your movement and ability rhythm stay familiar while the weapon and augment package changes.

20 completed matches / 55.0% observed result 5,769 completed carries / 1,801 players Personally confirmed field test
03 / map files

Your map dossier

Your observed card stays visible beside archive leads. Archive context explains history; it does not replace the current-build order above.

Whitechapel34 personal / 35.3% observed
NADER / SM72 loadout card
Your observed cardNADER / SM72

14 completed matches / 21.4% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge31 personal / 61.3% observed
STOKER / T91 loadout card
Your observed cardSTOKER / T91

17 completed matches / 52.9% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground27 personal / 70.4% observed
JAVELIN / SH61 loadout card
Your observed cardJAVELIN / SH61

25 completed matches / 76.0% observed result

JAVELIN / D46 loadout card
Archive same-merc leadJAVELIN / D46

965 archive carries / 500 players / 52.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard21 personal / 42.9% observed
ARTY / D43 loadout card
Your observed cardARTY / D43

9 completed matches / 55.6% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Castle21 personal / 47.6% observed
AURA / BL83 loadout card
Your observed cardAURA / BL83

12 completed matches / 41.7% observed result

AURA / H71 loadout card
Archive same-merc leadAURA / H71

2,892 archive carries / 500 players / 50.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Dockyard19 personal / 47.4% observed
JAVELIN / SH61 loadout card
Your observed cardJAVELIN / SH61

9 completed matches / 22.2% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

04 / whole kit

Deck and squad links

The complete three-card deck is descriptive. Squad links are repeated associations, not a winner prediction.

AURA / R81 loadout card
AURA / R81
JAVELIN / SH61 loadout card
JAVELIN / SH61
PROXY / KE12 loadout card
PROXY / KE12
Signature deck

9 completed matches / 88.9% observed result

These three cards were carried in the same completed match. It describes the kit; it does not claim every card caused the result.

Most Objective x13 / PROXY / KE12Most Deployables x7 / JAVELIN / SH61Most Objective x7 / JAVELIN / SH61Most Revives x6 / GUARDIAN / T102

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 full Merc Value Guide

Skill movement + performance history

1593Skill RR
-18Skill RR delta
1613Peak 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 10 scored games ? 157 valid updates
2026-08-23-15:20+2 performance
Activity: 20.8 min / 17 K / 18 A / 2 W
Score: actual 1.018 vs expected 0.988 / margin 0.03
Show exact performance breakdown
1.018Actual score
0.988Expected score
0.03Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.73
OBJECTIVE2.00
SUPPORT0.04
PRESSURE1.25
ground truth 1.02 vs legacy read 0.91 · 1 match window · 1.00 = your class target for this lobby
2026-08-23-15-00+1 performance
Activity: 33.5 min / 31 K / 20 A / 5 W
Score: actual 1.053 vs expected 1.031 / margin 0.022
Show exact performance breakdown
1.053Actual score
1.031Expected score
0.022Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 58% / ENGINEER 42%engine weight 90%
COMBAT0.59
OBJECTIVE1.42
SUPPORT0.86
PRESSURE1.25
ground truth 1.04 vs legacy read 1.06 · 2 match window · 1.00 = your class target for this lobby
2026-08-23-14:20-52 performance
Activity: 7.8 min / 4 K / 6 A / 0 W
Score: actual 0.254 vs expected 1.109 / margin -0.856
Show exact performance breakdown
0.254Actual score
1.109Expected score
-0.856Margin
61K-factor
2026-08-23-13:40-9 performance
Activity: 23.4 min / 19 K / 11 A / 0 W
Score: actual 0.84 vs expected 0.996 / margin -0.156
Show exact performance breakdown
0.84Actual score
0.996Expected score
-0.156Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.60
OBJECTIVE0.94
SUPPORT2.00
PRESSURE0.78
ground truth 0.84 vs legacy read 0.80 · 1 match window · 1.00 = your class target for this lobby
2026-08-23-13-00+2 performance
Activity: 38.1 min / 21 K / 19 A / 0 W
Score: actual 1.075 vs expected 1.044 / margin 0.031
Show exact performance breakdown
1.075Actual score
1.044Expected score
0.031Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.90
OBJECTIVE0.88
SUPPORT1.36
PRESSURE1.06
ground truth 1.12 vs legacy read 0.58 · 2 match window · 1.00 = your class target for this lobby
2026-08-23-12:40-12 performance
Activity: 16.1 min / 18 K / 17 A / 3 W
Score: actual 0.797 vs expected 0.996 / margin -0.2
Show exact performance breakdown
0.797Actual score
0.996Expected score
-0.2Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.62
OBJECTIVE0.54
SUPPORT0.97
PRESSURE1.12
ground truth 0.83 vs legacy read 0.48 · 1 match window · 1.00 = your class target for this lobby
2026-08-23-12-00+19 performance
Activity: 25.6 min / 28 K / 9 A / 5 W
Score: actual 1.544 vs expected 1.227 / margin 0.317
Show exact performance breakdown
1.544Actual score
1.227Expected score
0.317Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.20
OBJECTIVE1.48
SUPPORT2.00
PRESSURE1.01
ground truth 1.58 vs legacy read 0.83 · 2 match window · 1.00 = your class target for this lobby
2026-08-19-12:20-31 performance
Activity: 17.9 min / 12 K / 9 A / 2 W
Score: actual 0.605 vs expected 1.114 / margin -0.509
Show exact performance breakdown
0.605Actual score
1.114Expected score
-0.509Margin
61K-factor
2026-08-19-11:20-15 performance
Activity: 5.8 min / 4 K / 4 A / 0 W
Score: actual 0.867 vs expected 1.116 / margin -0.248
Show exact performance breakdown
0.867Actual score
1.116Expected score
-0.248Margin
61K-factor
2026-08-16-11:40-13 performance
Activity: 30 min / 20 K / 16 A / 3 W
Score: actual 0.857 vs expected 1.076 / margin -0.22
Show exact performance breakdown
0.857Actual score
1.076Expected score
-0.22Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.70
OBJECTIVE1.24
SUPPORT0.81
PRESSURE1.02
ground truth 0.91 vs legacy read 0.42 · 1 match window · 1.00 = your class target for this lobby
2026-08-12-07-40
FIELD SHIFT Gold III / Skill RR 1612 / -1 RR
Position 204 / Objective Stopper / KPH 61.35 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-08-12-05-00
FIELD SHIFT Gold III / Skill RR 1613 / 0 RR
Position 203 / Objective Stopper / KPH 61.35 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-12-20
FIELD SHIFT Gold III / Skill RR 1613 / 0 RR
Position 195 / Objective Stopper / KPH 61.35 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-12-00
FIELD SHIFT Gold III / Skill RR 1613 / 0 RR
Position 195 / Objective Stopper / KPH 61.35 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-11-40
FIELD SHIFT Gold III / Skill RR 1613 / 0 RR
Position 195 / Objective Stopper / KPH 61.35 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-08-11-11-20
FIELD SHIFT Gold III / Skill RR 1613 / 0 RR
Position 195 / Objective Stopper / KPH 61.35 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-11-00
FIELD SHIFT Gold III / Skill RR 1613 / 0 RR
Position 195 / Objective Stopper / KPH 61.35 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-10-40
FIELD SHIFT Gold III / Skill RR 1613 / 0 RR
Position 194 / Objective Stopper / KPH 61.35 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-10-20
FIELD SHIFT Gold III / Skill RR 1613 / 0 RR
Position 194 / Objective Stopper / KPH 61.35 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-10-00
FIELD SHIFT Gold III / Skill RR 1613 / 0 RR
Position 194 / Objective Stopper / KPH 61.35 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved 0 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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