5 Aug 2025, 13:01
Stalwart
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide-FB | 45 | 46 | 42 | 1 | 167 | 46.0 cm | 1.10 | 52% | 28% | 0:15 |
| jt | 42 | 42 | 46 | 0 | 151 | - | 0.91 | 48% | 28% | 0:14 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -cide- | 7 | 2 | 3 kills | ||||
| jt | 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -cide- | 1 | 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.
-cide- produced the strongest overall performance, finishing with 45 score, 46 kills, and 52% efficiency.
-cide- led the fragging pace with 46 kills.
jt posted the best accuracy at 28%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
The final table reflects the players who converted pressure most consistently across the match.
| 10 kills |
| jt | 2 | 8 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Stable | Combat | I think you had a steady game at 1.06x; one or two stronger moments would lift it nicely. Your score and survival worked together well, which is exactly what helps in DM/TDM. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| jt | Stable | Combat | I think you had a steady game at 1.06x; 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: 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 |
|---|---|---|---|---|---|---|---|---|---|
| jt | - | - | - | 10 | 11 | 11 | 0 | Good connection | |
| -cide- | 25000 | 360 | 240Hz | 32 | 32 | 33 | 0 | Good connection |