Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Jul 2025, 12:46
Malevolence
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -tM-psykoFB | 54 | 54 | 47 | 0 | 205 | - | 1.15 | 53% | 26% | 0:13 |
| macz^ | 47 | 47 | 54 | 0 | 160 | - | 0.87 | 47% | 29% | 0:12 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| macz^ | 1 | 2 kills | |||||
| -tM-psyko | 5 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| macz^ | 2 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive Instagib TDM match took place on DM-Malevolence, with 2 active players recorded in the report.
-tM-psyko produced the strongest overall performance, finishing with 54 score, 54 kills, and 53% efficiency.
-tM-psyko led the fragging pace with 54 kills.
macz^ posted the best accuracy at 29%.
Banter read: -tM-psyko was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
The final table reflects the players who converted pressure most consistently across the match.
| 9 kills |
| -tM-psyko | 1 | 5 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -tM-psyko | Dominating | Combat | You had a positive match and your 1.12x rating backs that up. You gave your team a solid score base and avoided turning it into a messy trade game. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| macz^ | Struggling | Combat | You had a quieter game than normal at 0.88x; I think the useful part is that your improvement target is visible. You found plenty of frags, but the deaths made the pressure harder to convert into control. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: die less by leaving lost fights earlier and returning with a better weapon or armour stack. |
Uses the match ngLog and UHNet connection values: client NetSpeed, client FPS when logged, and ping samples across the match. Min, Avg and Max summarise the ping range, the trace shows the connection pattern, and spikes mark sudden jumps.
| Player | Client NetSpeed | Client FPS | Refresh | Min | Avg | Max | Spikes | Ping Trace | Pattern |
|---|---|---|---|---|---|---|---|---|---|
| -tM-psyko | - | - | - | 18 | 19 | 19 | 0 | Good connection | |
| macz^ | - | - | - | 19 | 20 | 22 | 0 | Minor variation |