Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Jul 2025, 13:57
Malevolence
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 34 | 34 | 19 | 0 | 471 | 20.3 cm | 1.79 | 64% | 29% | 7 | - | 0:34 |
| -cide-FB | 28 | 29 | 20 | 1 | 473 | 46.0 cm | 1.45 | 58% | 49% | 2 | - | 0:32 |
| macz^ | 23 | 24 | 30 | 1 | 579 | - | 0.80 | 44% | 23% | 4 | - | 0:21 |
| -uh.StarzZz`- | 15 | 15 | 33 | 0 | 381 | 13.5 cm | 0.45 | 31% | 44% | 0 | - | 0:19 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | |||||||
| macz^ | 3 | 2 kills | |||||
| -cide- | 1 | 2 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive Normal Weapons TDM match took place on DM-Malevolence, with 4 active players recorded in the report.
pho` produced the strongest overall performance, finishing with 34 score, 34 kills, and 64% efficiency.
pho` led the fragging pace with 34 kills.
-cide- posted the best accuracy at 49%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
-cide- hit 49% 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.
| 1 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 2 | 1 | 10 kills | |||
| macz^ | 2 | 5 kills | ||||
| -cide- | 1 | 5 kills | ||||
| -uh.StarzZz`- | 3 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Combat | Well played, this was a fantastic performance at 1.38x. Your fighting was efficient and useful: you kept winning duels without giving too many lives back. 64% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| -cide- | Dominating | Combat | You had a positive match and your 1.22x rating backs that up. You gave your team a solid score base and avoided turning it into a messy trade game. Your 29-20 scoreline gave you a 1.45 K/D, which shows you were getting more value from your lives than the enemy. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| macz^ | Struggling | Combat | You were below your usual level at 0.81x, so cleaner decisions and timing will matter most for you. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 23% accuracy suggests you were working hard for each frag; cleaner first shots and better angles would lift your efficiency. Next focus: value your life more, reset from weak fights, and make the enemy work harder for every frag. |
| -uh.StarzZz`- | Feeding | Combat | You had a tough match at 0.59x, well below your usual level, but I think it is fixable. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 31% efficiency hurt you here; I think the priority is taking fewer low-percentage fights and resetting before you are forced into bad trades. Next focus: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
|---|
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | ||||||||||||
| pho` |
Weapon kills and pickup control for this match only.
Red vs Blue armor, pads, belt, and amp control for this match.
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
Each coloured line is a player. Hover dots to see which pickup they collected.
| Total |
|---|
| pho` | 10 | 9 | 2 | 4 | 1 | 8 | 34 | |||
| -cide- | 2 | 7 | 5 | 1 | 1 | 5 | 2 | 4 | 27 | |
| macz^ | 1 | 1 | 10 | 1 | 1 | 2 | 1 | 5 | 22 | |
| -uh.StarzZz`- | 8 | 1 | 4 | 1 | 14 | |||||
| Totals | 21 | 1 | 26 | 7 | 2 | 5 | 14 | 4 | 17 | 97 |
| -uh.StarzZz`- |
| macz^ |
| Totals |
Kills by weapon in this match.
Best player and weapon pairings in this match.
Different summary from the timeline graph: pickup types, power pickups, and first/last control moments.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
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 | 24 | 25 | 27 | 0 | Minor variation | |
| pho` | 25000 | 400 | 280Hz | 13 | 14 | 15 | 0 | Good connection | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | |
| macz^ | - | - | - | 20 | 22 | 23 | 0 | Minor variation |