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Online Match Results

RAID · Vault · Ladder · live roster · frozen recap · Last match on maps

One overlay for competitive Online activities only. Widget: W_TFA_MatchResults. Live roster + running stats during the match. At match end the sheet freezes as the recap. World Map and Local Map keep one Last match row that reopens that frozen sheet. Full history lives in Online Match History. Career aggregates live on Command Deck Journey and Collections — see Command Deck Career Records. Report another player from a row — same W_TFA_Report sheet as Online Trust & Safety. Not Character I. No CREDITS / BTUCOIN. Ghosts omitted. Overlay is LIVE — does not pause, hit does not close it. Tab stays Local / World map.

A match is one dedicated RAID, Vault, or Ladder instance with a fixed activity size (2 / 4 / 8). Story coop, hubs, and open-world sectors keep Social → In this instance + Report — they do not get this overlay.

While the activity is live, Command Deck shows a Results chip. Esc session menu shows the same entry. Visor shortcut bind is TBD-048 — do not steal Tab.

  • Roster: every player pawn in the activity, including you. Ghosts omitted.
  • Server-owned snapshot. Clients display the snapshot — no local inventing of stats.
  • Click another player → W_TFA_Report pre-filled to that PUID + this match instance ID. No Report on self.
  • Combat / downed can still Send a report.
  • Disconnect mid-match: row marks left; recap still freezeable for those who finish.

Lock plate. Live Match Results during RAID / Vault / Ladder.

Lock plate. One Results sheet: live during the match, frozen recap at end, Last match on World Map and Local Map.

Figure FE45. Match Results UX flow.

Figure FE45. UX flow — Command Deck Results during match, click row to Report, freeze at end, Last match on maps.

Figure FE46. Match Results LIVE illustrated still.

Figure FE46. Illustrated still — LIVE overlay during RAID. Scoreboard on visor. Click another player opens W_TFA_Report.

Header fields (match scope, not per-player row):

  • Activity name + RAID / Vault / Ladder tag
  • Activity size 2 / 4 / 8
  • Duration (seconds)
  • Outcome copy (TBD-050) — win / fail / extract / abandon / timeout
  • Completion reason when the instance ends abnormally
  • Map / sector ID
  • Match instance ID (Trust / Report path only — not shown to players on the public board)

When the activity authors teams (Competitive Ladder primarily), draw a team strip above the roster:

  • Team name or side label
  • Team score
  • Team standing (place)
  • Fireteam / clan tag optional — cosmetic only

RAID and Vault runs may omit the team strip when everyone shares one outcome. Ladder never omits it.

Default row columns (live + frozen). Ladder sorts by Standing then Score. RAID / Vault may sort by Score when authored, else Kills.

Column Meaning Notes
Name Character name PUID on Trust path only
Order Enforcer / Arcwarden / Phantom Active subclass at match start
Standing Place / rank Ladder + any scored competitive activity
Score Mode score Hide when the activity has no score
Kills Server-auth defeats Enemy + player where rules allow
Assists Assist credit Window TBD-052
Deaths Deaths Downed→respawn / wipe counts as death
K/D Kills ÷ deaths Derived. Display 1 decimal. Deaths 0 → show kills as integer string
KDA (Kills + assists) ÷ deaths Derived. Same zero-death rule
Efficiency (Kills + assists) ÷ (deaths + 1) Derived rating column. Never sole Ladder identity
Precision kills Headshot connects Count connects; Ladder has no Crit % HUD
Precision % Precision kills ÷ gun kills Derived. Hide row when gun kills = 0
Ultimate kills Ultimate skill defeats Customizable Ultimates
Peak Flow Highest Flow tier reached 1 / Overclocked / Singularity
Time played Seconds present in instance Server clock; left-early shortens this
Completed Finished vs left Y = still in roster at stamp; N = left early / disconnect

Score + Standing stay primary on Ladder. K/D / KDA / Efficiency are allowed columns but must not replace objective standing.

Ladder rows may expand a score panel (not a main column):

  • Base score
  • Objective bonus
  • Multiplier stack (activity-authored)
  • Reward score (post-normalization standing input)

Widget fields mirror server snapshot scoreboardValues on the recap payload. Clients never recompute multipliers.

Expand any player row for secondary stats. All values are this match only.

  • Gun kills · Melee kills · Tentacle kills · Ordnance kills · Skill kills (non-Ultimate abilities)
  • Singularity takedowns (Special Takedown / Burst Storm finishes)
  • Defeats (kills + assists shorthand — useful RAID / Vault PvE)
  • Best kill streak (longest uninterrupted defeat chain)
  • Average life (seconds between deaths — mean life span this match)
  • Best weapon family badge (most kills this match)
  • Per-equipped-slot breakdown (W1–W4 + Wrist): kills · precision kills · damage dealt
  • Medals earned this match (Triumph chips — see Career Records)
  • Left early flag · completion reason when N on Completed

Per-item lifetime trackers (kills with this gun instance) stay on Character I weapon Inspect.

When expand is open, show Triumph chips earned in this instance only — Singularity finish, no-death segment, objective clutch, etc. Catalog and lifetime counts live on Command Deck Career Records. Triumphs never open the Report path.

Figure FE47. Match Results frozen recap still.

Figure FE47. Illustrated still — frozen recap at match end. Continue does not pause. Report still works on rows.

At match end the server stamps the recap: all row columns + header fields + team strip + expand payloads + scoreboard values. The same widget freezes. Recap auto-opens once (Close allowed). Continue dumps to the post-activity seat (hub / orbit). Do not SetGamePaused. Report still works on frozen rows after the instance is gone. Spectate stays disabled without a live session. Frozen recap is also the payload stored for Match History and Last match.

Figure FE48. Last match row on World and Local maps.

Figure FE48. Illustrated still — Last match row above Operations on World Map and on Local Map Missions & Objects. Opens frozen Results.

Persist one LastMatchRecap on the Online character. Overwrite only when the next RAID / Vault / Ladder ends. Starting a new match clears live Results and does not wipe Last match until that new match finishes. Reset Campaign keeps it. Solo never has one. Lifetime if they never queue again: TBD-051 (recommended: no TTL; overwrite only on next finished match).

  • World Map Operations: row Last match (activity name + outcome) opens frozen Results.
  • Same row on Local Map Missions & Objects so you are not forced into orbit.
  • Not a Tasks filter. Empty: no row.

Match Results is a report surface, not a Trust workbench. Click another player’s row → W_TFA_Report — same sheet, categories, cooldown, and fail-closed rules as Online Trust & Safety. Pre-fill match instance ID when opened from Results.

Stat Story / RAID / Vault Ladder
Precision kills / % Yes Yes (connects; no Crit % HUD)
Crit rolls Story only Never
Affix damage pads Yes Flattened / zeroed (FS-NET-003)
Score / Standing When activity authors Always
Assists / KDA / Efficiency Yes Yes
Team strip When activity authors teams Always
  • Not Character I. No CREDITS / BTUCOIN on Results.
  • Not career totals — Journey / Collections / Match History hold those.
  • Not public cheat telemetry (Trust slow path only).
  • Not energy-orb or heavy-ammo economy scoreboard framing.
  • Not a second report form.

Lock plate. Command Deck Results chip and Esc entry.

Lock plate. Results on Command Deck + Esc during RAID / Vault / Ladder. One W_TFA_MatchResults widget live and frozen.