Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Jul 2025, 12:03
Stalwart
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| macz^ | 80 | 80 | 67 | 0 | 256 | - | 1.19 | 54% | 31% | 0:09 |
| -tM-psykoFB | 67 | 67 | 80 | 0 | 254 | - | 0.84 | 46% | 26% | 0:08 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| macz^ | 15 | 3 | 3 kills | ||||
| -tM-psyko | 10 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| macz^ | 2 | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive Instagib TDM match took place on DM-Stalwart, with 2 active players recorded in the report.
macz^ produced the strongest overall performance, finishing with 80 score, 80 kills, and 54% efficiency.
macz^ led the fragging pace with 80 kills.
macz^ posted the best accuracy at 31%.
Banter read: macz^ 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.
| 13 kills |
| -tM-psyko | 2 | 9 kills |
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^ | - | - | - | 20 | 21 | 23 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| macz^ | Dominating | Combat | I think this was a good step up from your normal game, with a 1.19x rating. You played a useful combat game: enough frags, controlled deaths, and good pressure. Nothing was wildly out of line, but improving fight selection and timing around armour, belt, or key weapons would make you harder to control. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| -tM-psyko | Struggling | Combat | You dipped below your usual level at 0.86x, but I think there are clear areas you can tighten next match. The frag count was there, but you had to spend too many lives to get it. Nothing was wildly out of line, but improving fight selection and timing around armour, belt, or key weapons would make you harder to control. Next focus: choose fewer isolated fights and use sound, spawn timing, and item control to make the next duel easier. |