Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Oct 2025, 20:46
Malevolence
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide-FB | 169 | 169 | 126 | 0 | 558 | 46.0 cm | 1.34 | 57% | 32% | 0:20 |
| localhero | 74 | 74 | 69 | 0 | 254 | - | 1.07 | 52% | 29% | 0:09 |
| -cide-FB | 67 | 67 | 62 | 0 | 265 | 46.0 cm | 1.08 | 52% | 25% | 0:10 |
| -uh.StarzZz`- | 63 | 63 | 73 | 0 | 233 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -cide- | 24 | 9 | 2 | 4 kills | |||
| localhero | 10 | 2 | 1 | 1 | 5 kills | ||
| -cide- | 9 | 5 | 1 | 4 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A decisive Instagib TDM match took place on DM-Malevolence, with 5 active players recorded in the report.
-cide- produced the strongest overall performance, finishing with 169 score, 169 kills, and 57% efficiency.
-cide- led the fragging pace with 169 kills.
-cide- posted the best accuracy at 32%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
-cide- crossed 169 kills, so the kill feed was less a feed and more a public notice board.
The final table reflects the players who converted pressure most consistently across the match.
| 13.5 cm |
| 0.86 |
| 46% |
| 27% |
| 0:09 |
| .:RattuS:. | 31 | 31 | 74 | 0 | 189 | - | 0.42 | 30% | 16% | 0:08 |
| 5 |
| 3 |
| 1 |
| 4 kills |
| .:RattuS:. | 1 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -cide- | 5 | 1 | 16 kills | |||
| localhero | 3 | 5 kills | ||||
| -cide- | 1 | 5 kills | ||||
| -uh.StarzZz`- | 1 | 5 kills | ||||
| .:RattuS:. | 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 |
|---|---|---|---|---|---|---|---|---|---|
| -cide- | 25000 | 360 | 240Hz | 15 | 21 | 26 | 0 | Sawtooth variation | |
| -cide- | 25000 | 360 | 240Hz | 15 | 16 | 17 | 0 | Good connection | |
| .:RattuS:. | - | - | - | 49 | 53 | 95 | 1 | Occasional lag spikes | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | |
| localhero | - | - | - | 21 | 22 | 23 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Combat | You made a clear difference in this match and finished well above your normal level at 2.18x. Your score and survival worked together well, which is exactly what helps in DM/TDM. Your 169-126 scoreline gave you a 1.34 K/D, which shows you were getting more value from your lives than the enemy. 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 1.09x; one or two stronger moments would lift it nicely. You played a useful combat game: enough frags, controlled deaths, and good pressure. 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: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| localhero | Stable | Combat | You played around your normal level at 1.00x, so your focus should be small improvements rather than a full reset. You gave your team a solid score base and avoided turning it into a messy trade game. 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. |
| -uh.StarzZz`- | Stable | Combat | You played around your normal level at 0.96x, 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. |
| .:RattuS:. | Feeding | Combat | You had a rough game at 0.62x, so I think your goal should be to simplify and rebuild from safer plays. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 30% 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: value your life more, reset from weak fights, and make the enemy work harder for every frag. |