9 May 2026, 21:12
Malevolence
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Neddy | 74 | 74 | 73 | 0 | 434 | - | 1.01 | 50% | 27% | 55 | 47% | 0:08 |
| -cide- | 64 | 64 | 62 | 0 | 337 | 46.0 cm | 1.03 | 51% | 32% | 35 | 32% | 0:10 |
| -cide- | 63 | 63 | 58 | 0 | 301 | 46.0 cm | 1.09 | 52% | 33% | 33 | 33% | 0:11 |
| Zo-^ | 55 | 55 | 60 | 0 | 388 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -cide- | 9 | 1 | 3 kills | ||||
| Zo-^ | 3 | 2 | 1 | 4 kills | |||
| -cide- | 10 | 2 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A tight Sniper DM match took place on DM-Malevolence, with 5 active players recorded in the report.
Neddy produced the strongest overall performance, finishing with 74 score, 74 kills, and 50% efficiency.
Neddy led the fragging pace with 74 kills.
-cide- posted the best accuracy at 33%.
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.
| - |
| 0.92 |
| 48% |
| 27% |
| 18 |
| 17% |
| 0:10 |
| -Frag- | 37 | 37 | 74 | 0 | 262 | - | 0.50 | 33% | 24% | 18 | 29% | 0:08 |
| 13 |
| 2 |
| 3 kills |
| -Frag- | 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -cide- | 1 | 9 kills | ||||
| Zo-^ | 1 | 6 kills | ||||
| -cide- | 4 kills | |||||
| Neddy | 3 kills | |||||
| -Frag- | 2 kills |
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
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- | 30000 | 360 | 240Hz | 18 | 19 | 20 | 0 | Good connection | |
| Neddy | - | - | - | 31 | 32 | 33 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 45 | 46 | 47 | 0 | Good connection | |
| Zo-^ | 25000 | 320 | 0Hz | 44 | 50 | 66 | 1 | Occasional lag spikes | |
| -Frag- | - | - | - | 32 | 32 | 32 | 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 should be happy with this one; your performance was well above your usual level at 1.47x. 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. |
| -cide- | Godlike | Combat | You had a huge game and played well above your usual level at 1.44x. 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: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| Zo-^ | Dominating | Combat | You were sharp in this match and pushed above your usual level at 1.16x. The frag count was there, but you had to spend too many lives to get it. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: choose fewer isolated fights and use sound, spawn timing, and item control to make the next duel easier. |
| Neddy | Stable | Combat | I think you had a steady game at 1.06x; 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. |
| -Frag- | Feeding | Combat | You had a tough match at 0.59x, well below your usual level, but I think it is fixable. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 33% 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. |