Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Sept 2026, 23:28
Malevolence
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 91 | 91 | 55 | 0 | 214 | 20.3 cm | 1.65 | 62% | 43% | 0:11 |
| -cide- | 82 | 82 | 82 | 0 | 214 | 46.0 cm | 1.00 | 50% | 38% | 0:08 |
| -uh.StarzZz`- | 77 | 77 | 71 | 0 | 239 | 13.5 cm | 1.08 | 52% | 33% | 0:09 |
| tono | 56 | 56 | 45 | 0 | 200 | 19.6 cm | 1.24 | 55% | 28% |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 15 | 3 | 1 | 5 kills | |||
| tono | 9 | 2 kills | |||||
| -cide- | 17 | 2 | 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 6 active players recorded in the report.
pho` produced the strongest overall performance, finishing with 91 score, 91 kills, and 62% efficiency.
pho` led the fragging pace with 91 kills.
pho` posted the best accuracy at 43%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
pho` hit 43% 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.
| 0:14 |
| ROSE | 45 | 45 | 69 | 0 | 198 | - | 0.65 | 39% | 29% | 0:09 |
| _-=Pr3dazZz=-FB | 41 | 41 | 70 | 0 | 205 | 36.0 cm | 0.59 | 37% | 23% | 0:09 |
| 15 |
| 6 |
| 3 kills |
| ROSE | 4 | 2 | 3 kills |
| _-=Pr3dazZz=- | 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 6 | 8 kills | ||||
| tono | 1 | 6 kills | ||||
| -cide- | 1 | 5 kills | ||||
| -uh.StarzZz`- | 3 | 5 kills | ||||
| ROSE | 4 kills | |||||
| _-=Pr3dazZz=- | 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 |
|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 12 | 13 | 13 | 0 | Good connection | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 10 | 10 | 11 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 24 | 26 | 30 | 0 | Sawtooth variation | |
| tono | 25000 | 250 | 144Hz | 69 | 71 | 73 | 0 | Good connection | |
| ROSE | 25000 | 260 | 0Hz | 290 | 294 | 308 | 0 | Minor variation | |
| pho` | 25000 | 400 | 280Hz | 20 | 20 | 21 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -uh.StarzZz`- | Dominating | Combat | I think this was a good step up from your normal game, with a 1.15x rating. 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. |
| -cide- | Dominating | Combat | You gave your team a strong contribution and finished at 1.14x. You gave your team a solid score base and avoided turning it into a messy trade game. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| pho` | Stable | Combat | I think you had a steady game at 0.98x; one or two stronger moments would lift it nicely. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 62% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| tono | Stable | Combat | You were close to your usual level at 0.98x, with room to turn steady play into a bigger influence. You gave your team a solid score base and avoided turning it into a messy trade game. 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. |
| ROSE | Feeding | Combat | You had a rough game at 0.71x, 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. 39% 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: stop gambling alone into bad positions and take fights from areas you can escape from. |
| _-=Pr3dazZz=- | Feeding | Combat | You had a rough game at 0.56x, so I think your goal should be to simplify and rebuild from safer plays. You were active in fights, but the trade pattern was too expensive for DM/TDM. 37% 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. |