Unreal HeavenThe home of 2v2 and 3v3 iCTF11 May 2026, 19:35
Malevolence
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Broken_SoulFB | 48 | 48 | 44 | 0 | 169 | 58.3 cm | 1.09 | 52% | 28% | 0:14 |
| -Frag- | 44 | 44 | 48 | 0 | 139 | - | 0.92 | 48% | 32% | 0:13 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Broken_Soul | 2 | 2 kills | |||||
| -Frag- | 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Broken_Soul | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive Normal Weapons TDM match took place on DM-Malevolence, with 2 active players recorded in the report.
Broken_Soul produced the strongest overall performance, finishing with 48 score, 48 kills, and 52% efficiency.
Broken_Soul led the fragging pace with 48 kills.
-Frag- posted the best accuracy at 32%.
Banter read: Broken_Soul produced the kind of combat line that makes people immediately ask for the next map.
The final table reflects the players who converted pressure most consistently across the match.
| 6 kills |
| -Frag- | 2 | 5 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 48 | 48 | ||||||||
| -Frag- | 44 | 44 | ||||||||
| Totals | 92 | 92 |
Pickup rows are ready. Counts will fill after pickup aggregates/backfill are available for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | ||||||||||||
| -Frag- |
Weapon kills and pickup control for this match only.
Red vs Blue armor, pads, belt, and amp control for this match.
| Totals |
Kills by weapon in this match.
Best player and weapon pairings in this match.
Quick pickup summary. Full pickup line graph is in the timeline tabs above.
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 |
|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 25000 | 600 | 500Hz | 26 | 43 | 119 | 4 | Unstable spikes | |
| -Frag- | - | - | - | 44 | 53 | 155 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Broken_Soul | Stable | Combat | You were close to your usual level at 1.06x, with room to turn steady play into a bigger influence. You played a useful combat game: enough frags, controlled deaths, and good pressure. 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. |
| -Frag- | Stable | Combat | You played around your normal level at 0.94x, so your focus should be small improvements rather than a full reset. 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. |