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Replay Coach

Everything a review gives you

Each feature below is in the product today. The previews are simplified examples with made-up data, so your own match page will look fuller than these.

Highlight replays

The review picks the moments that decided your match and plays each one back on the map: the lead-up, a pause on the instant that mattered, then the breakdown.

  • Up to ten per match. Knocks and eliminations first, then costly trades, storm damage and anything unexplained.
  • You, your teammates and nearby opponents. Positions, facing, health and shield bars, drawn over the real map.
  • Watch them in order or pick one. Each moment has its clock time and, where the map has one nearby, a named place, so you can find it in the game replay too.
Flagged momentsExample

Won the trade from range Good play

At the lodge, 43 m out

You landed 3 hits for 126 and took nothing back. You broke their shield.

Outnumbered after a push Mistake

220 m north-east of the lodge

You moved 40 m in with no entry damage. A second player opened on you 1 second later from 3 m.

Lost 314 health to the storm Fine by the plan

Zones 2 to 4

Storm time is not treated as a mistake on its own. It is weighed against what it cost you later.

Third-partied after a win Unlucky

200 m east of the neighbourhood

A new player opened on you 3 seconds after your elimination, from 2 m.

Fights, hit by hit

A fight is rebuilt from the hits the replay recorded, so you can see how it actually went and not how it felt.

  • Who got the first hit. Then the exchange in order: who hit whom, for how much, and when a shield broke.
  • Your health and shield. Read from the replay as the fight goes on, including storm and surge damage.
  • Who else was close. Players within 60 m before their first hit, and how long they had been there.
  • What the coach also weighs. Entry damage before the gap closed, who closed it, and who had height.
How it wentExample
  • You hit them for 35 and break their shield.
  • They hit you for 30. You are on 50 health and 70 shield.
  • You hit them for 57. Eliminated.
  • A new player hits you for 28 from 2 m. You are on 87 health and 42 shield.
  • They hit you for 102 and break your shield.
  • You hit back for 69.

Cost you: 3 seconds between the first fight and the next player's first hit. They had been within 60 m of you for 8 seconds.

Rotations and storm

For each storm circle the coach is given where you were, how long you spent outside it and where the fighting was. It writes a note on the circles where that mattered.

  • Where you were when a circle showed. Inside or outside, and by how many metres.
  • Time and health lost to the storm. Treated as a plan, not a mistake, unless it cost you later.
  • The busy side and the quiet side. Estimated from where knocks and eliminations happened, not from a count of players.
  • Net damage as the match goes on. The number storm surge looks at.
Rotations by zoneExample

Inside when it showed Good play

You were inside the first circle when it showed and took no storm damage.

Played the storm Fine by the plan

You were 1011 m outside the next circle when it showed and spent 147 seconds in the storm. Under rule 3 that is a valid plan.

Rotated on the busy side Mixed

Your side had 9 knocks and eliminations, the most of any side. East had none. That is an estimate from where eliminations happened, not a count of players.

Coaching with a verdict

Each key moment gets one of five verdicts and a short note, written from a playbook for competitive play and tied to the numbers.

  • Good play Mistake Unlucky Fine by the plan Mixed
  • Up to three things to work on. Each linked to the moment that shows it best.
  • A next step where there is one. Left out when you played it right.
Coach's readExample

Mistake

At 3:25 you moved 40 m onto an opponent and the first hit came at 9 m, with 0 entry damage on them. Rule 5 asks for 70 to 80 first. You broke their shield for 42, but they hit you for 80 and a second player, who had been within 60 m for 14 seconds, added 137 from 3 m.

Next time: tag from range until you have 70 to 80 on one of them, then close.

Built to be trusted

Checked against the replay

A checker looks up the numbers and clock times in the coaching in the facts from your replay, and checks that players and sides of the map are named where they belong. The model is sent back to fix what fails, and a note that still fails is removed. It does not catch everything.

The right map, or none

The replay is tested against the map pictures on file. If none fits, for example after a map change, your match is shown on a plain grid and not on a map that failed the check.

Your file is not kept

The replay file is deleted as soon as it has been read. Only you can open your match pages, and you can delete them or your account at any time.

Facts first. Then the coaching.

AI feedback can sound confident whether or not it is right. Here the numbers are worked out by rules before any coaching is written, and a checker compares the numbers and times in the coaching with the replay and rejects notes that do not match.

How a note is checkedIllustration

"At 2:18 you tagged them for 126 from 43 m before you closed in."

Clock time In the replay

The moment starts at that time.

Damage In the replay

What you dealt before the gap closed.

Range in metres In the replay

The distance at your first hit.

A number or time that is nowhere in the replay's facts sends the note back to be rewritten.

What it does not do yet

Some things players ask about are not in the product. They are listed here so you know before you upload.

  • Builds, edits and aim. The review does not read them from the replay, so it does not judge them.
  • Creative maps. Not supported.
  • Progress over time. You get a list of your reviewed matches. Trends across matches are not charted.
  • Loot and mats. What you picked up and carried is not part of the review.
  • Live coaching. Everything here is after the match.

See it on your own match

The first review is free.