Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Dec 2025, 17:26
Malevolence
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 101 | 101 | 121 | 0 | 573 | 46.0 cm | 0.83 | 45% | 25% | 0:21 |
| -cide- | 70 | 70 | 41 | 0 | 238 | 46.0 cm | 1.71 | 63% | 29% | 0:15 |
| _-=Pr3dazZz=-FB | 68 | 68 | 62 | 0 | 380 | 36.0 cm | 1.10 | 52% | 30% | 0:10 |
| Broken_Soul | 58 | 58 | 60 | 0 | 376 | 58.3 cm | 0.97 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -cide- | 9 | 1 | 1 | 5 kills | |||
| Broken_Soul | 8 | 2 | 3 kills | ||||
| -cide- | 16 | 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 5 active players recorded in the report.
-cide- produced the strongest overall performance, finishing with 70 score, 70 kills, and 63% efficiency.
-cide- led the fragging pace with 101 kills.
_-=Pr3dazZz=- posted the best accuracy at 30%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
-cide- crossed 101 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.
| 49% |
| 29% |
| 0:10 |
| cyzx^ | 43 | 43 | 56 | 0 | 225 | - | 0.77 | 43% | 27% | 0:11 |
| 1 |
| 1 |
| 3 kills |
| _-=Pr3dazZz=- | 11 | 3 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -cide- | 2 | 1 | 10 kills | |||
| Broken_Soul | 3 | 8 kills | ||||
| -cide- | 5 kills | |||||
| cyzx^ | 2 | 5 kills | ||||
| _-=Pr3dazZz=- | 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 | 498 | 498Hz | 8 | 9 | 9 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 46 | 47 | 50 | 0 | Minor variation | |
| cyzx^ | - | - | - | 38 | 39 | 41 | 0 | Minor variation | |
| Broken_Soul | - | - | - | 14 | 15 | 16 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 17 | 21 | 25 | 0 | Sawtooth variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Combat | You played a really good game here and your 1.36x rating shows it. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 63% 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. |
| -cide- | Godlike | Combat | You had a huge game and played well above your usual level at 1.25x. You found plenty of frags, but the deaths made the pressure harder to convert into control. 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: choose fewer isolated fights and use sound, spawn timing, and item control to make the next duel easier. |
| _-=Pr3dazZz=- | Stable | Combat | You played around your normal level at 1.05x, 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. |
| Broken_Soul | Stable | Combat | You were close to your usual level at 0.98x, with room to turn steady play into a bigger influence. You were active in fights, but the trade pattern was too expensive for DM/TDM. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: die less by leaving lost fights earlier and returning with a better weapon or armour stack. |
| cyzx^ | Feeding | Combat | You had a tough match at 0.69x, well below your usual level, but I think it is fixable. You found plenty of frags, but the deaths made the pressure harder to convert into control. The 43-56 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. Next focus: value your life more, reset from weak fights, and make the enemy work harder for every frag. |