Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Jul 2025, 13:41
Morpheus
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide-FB | 30 | 34 | 16 | 4 | 84 | 46.0 cm | 2.13 | 63% | 40% | 0:31 |
| macz^ | 15 | 16 | 34 | 1 | 87 | - | 0.47 | 31% | 18% | 0:14 |
| 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 decisive Instagib TDM match took place on DM-Morpheus, with 2 active players recorded in the report.
-cide- produced the strongest overall performance, finishing with 30 score, 34 kills, and 63% efficiency.
-cide- led the fragging pace with 34 kills.
-cide- posted the best accuracy at 40%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
-cide- hit 40% 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.
| 8 kills |
| -cide- | 1 | 1 | 8 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Combat | Well played, this was a fantastic performance at 1.39x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 4 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| macz^ | Feeding | Combat | You had a rough game at 0.49x, so I think your goal should be to simplify and rebuild from safer plays. 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. |
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 | 36 | 38 | 39 | 0 | Minor variation | |
| macz^ | - | - | - | 19 | 21 | 22 | 0 | Minor variation |