Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Jul 2025, 13:19
Malevolence
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| macz^FB | 30 | 30 | 29 | 0 | 120 | - | 1.03 | 51% | 25% | 0:14 |
| -cide- | 29 | 29 | 30 | 0 | 111 | 46.0 cm | 0.97 | 49% | 26% | 0:13 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| macz^ | 1 | 2 kills | |||||
| -cide- |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| macz^ | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A tight Instagib TDM match took place on DM-Malevolence, with 2 active players recorded in the report.
macz^ produced the strongest overall performance, finishing with 30 score, 30 kills, and 51% efficiency.
macz^ led the fragging pace with 30 kills.
-cide- posted the best accuracy at 26%.
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.
| 6 kills |
| -cide- | 1 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|
| -cide- | 25000 | 360 | 240Hz | 37 | 38 | 39 | 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^ | Stable | Combat | You played around your normal level at 0.93x, so your focus should be small improvements rather than a full reset. 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: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| -cide- | Stable | Combat | I think you had a steady game at 0.92x; one or two stronger moments would lift it nicely. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: choose fewer isolated fights and use sound, spawn timing, and item control to make the next duel easier. |