Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Jun 2026, 18:39
DM-Frantic
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 0 | 0 | 0 | 0 | 356 | 46.0 cm | 0 | 0% | 0% | 5:01 |
| dVp! | 0 | 0 | 0 | 0 | 0 | - | 0 | 0% | 0% | 1:21 |
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Generated from the match events and player statistics.
A hard-fought Normal Weapons TDM match took place on DM-Frantic-Cup, with 2 active players recorded in the report.
-cide- led the fragging pace with 0 kills.
-cide- posted the best accuracy at 0%.
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.
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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Combat | This was excellent work from you, with your match rating landing at 2.15x. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 0% 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. |
| dVp! | Feeding | Combat | This was a hard outing for you at 0.33x; treat it as a reset point, not a verdict on your ability. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 0% 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. |