Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Nov 2025, 01:17
Codex of Wisdom
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 78 | 78 | 47 | 0 | 181 | 20.3 cm | 1.66 | 62% | 44% | 0:13 |
| -cide- | 54 | 54 | 64 | 0 | 200 | 46.0 cm | 0.84 | 46% | 27% | 0:10 |
| _-=Pr3dazZz=- | 41 | 41 | 50 | 0 | 113 | 36.0 cm | 0.82 | 45% | 36% | 0:13 |
| Broken_SoulFB | 36 | 36 | 48 | 0 | 118 | 58.3 cm | 0.75 | 43% | 31% | 0:13 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 11 | 1 | 2 | 4 kills | |||
| Broken_Soul | 5 | 2 kills | |||||
| -cide- | 5 | 2 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive Instagib TDM match took place on DM-Codex, with 4 active players recorded in the report.
pho` produced the strongest overall performance, finishing with 78 score, 78 kills, and 62% efficiency.
pho` led the fragging pace with 78 kills.
pho` posted the best accuracy at 44%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
pho` hit 44% accuracy, which is exactly the kind of number that creates three separate lag excuses.
The final table reflects the players who converted pressure most consistently across the match.
| 5 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 3 | 1 | 10 kills | |||
| Broken_Soul | 2 | 7 kills | ||||
| -cide- | 1 | 6 kills | ||||
| _-=Pr3dazZz=- | 3 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 |
|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 30000 | 0 | 498Hz | 8 | 9 | 9 | 0 | Good connection | |
| -cide- | 25000 | 360 | 240Hz | 17 | 19 | 21 | 0 | Rhythmic fluctuation | |
| pho` | 25000 | 400 | 280Hz | 13 | 14 | 15 | 0 | Good connection | |
| Broken_Soul | - | - | - | 12 | 13 | 15 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Combat | I think this was one of your stronger performances, coming in at 1.50x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 62% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| -cide- | Stable | Combat | I think you had a steady game at 0.94x; one or two stronger moments would lift it nicely. You found plenty of frags, but the deaths made the pressure harder to convert into control. 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. |
| Broken_Soul | Struggling | Combat | You were below your usual level at 0.80x, so cleaner decisions and timing will matter most for you. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. The 36-48 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. Next focus: value your life more, reset from weak fights, and make the enemy work harder for every frag. |
| _-=Pr3dazZz=- | Struggling | Combat | You had a quieter game than normal at 0.77x; I think the useful part is that your improvement target is visible. 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. |