Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Nov 2025, 01:29
Malevolence
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 74 | 74 | 32 | 0 | 217 | 20.3 cm | 2.31 | 70% | 37% | 0:20 |
| Broken_Soul | 59 | 59 | 59 | 0 | 185 | 58.3 cm | 1.00 | 50% | 32% | 0:11 |
| _-=Pr3dazZz=-FB | 49 | 49 | 65 | 0 | 161 | 36.0 cm | 0.75 | 43% | 31% | 0:10 |
| -cide- | 42 | 42 | 68 | 0 | 217 | 46.0 cm | 0.62 | 38% |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 8 | 3 | 3 kills | ||||
| _-=Pr3dazZz=- | 3 | 1 | 4 kills | ||||
| Broken_Soul | 9 | 2 | 3 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive Instagib TDM match took place on DM-Malevolence, with 4 active players recorded in the report.
pho` produced the strongest overall performance, finishing with 74 score, 74 kills, and 70% efficiency.
pho` led the fragging pace with 74 kills.
pho` posted the best accuracy at 37%.
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.
| 19% |
| 0:09 |
| 3 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 3 | 2 | 12 kills | |||
| _-=Pr3dazZz=- | 1 | 5 kills | ||||
| Broken_Soul | 2 | 5 kills | ||||
| -cide- | 4 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 |
|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 30000 | 0 | 498Hz | 9 | 10 | 20 | 1 | Occasional lag spikes | |
| -cide- | 25000 | 360 | 240Hz | 17 | 19 | 21 | 0 | Sawtooth variation | |
| Broken_Soul | - | - | - | 12 | 13 | 15 | 0 | Minor variation | |
| pho` | 25000 | 400 | 280Hz | 13 | 14 | 14 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Combat | You played a really good game here and your 1.38x rating shows it. You gave your team strong combat value, especially because your kills came with good efficiency. 70% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| Broken_Soul | Stable | Combat | I think you had a steady game at 1.10x; 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. |
| _-=Pr3dazZz=- | Struggling | Combat | You had a quieter game than normal at 0.77x; I think the useful part is that your improvement target is visible. You were active in fights, but the trade pattern was too expensive for DM/TDM. The 49-65 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. Next focus: stop gambling alone into bad positions and take fights from areas you can escape from. |
| -cide- | Feeding | Combat | You had a rough game at 0.65x, so I think your goal should be to simplify and rebuild from safer plays. The frag count was there, but you had to spend too many lives to get it. 38% 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. |