Unreal HeavenThe home of 2v2 and 3v3 iCTF9 May 2026, 21:01
Curse ][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NeddyFB | 78 | 78 | 62 | 0 | 402 | - | 1.26 | 56% | 28% | 58 | 52% | 0:10 |
| -cide- | 67 | 67 | 59 | 0 | 299 | 46.0 cm | 1.14 | 53% | 36% | 52 | 49% | 0:11 |
| -Frag- | 43 | 43 | 65 | 0 | 278 | - | 0.66 | 40% | 22% | 27 | 44% | 0:09 |
| Zo-^ | 6 | 6 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -cide- | 8 | 5 | 1 | 4 kills | |||
| Neddy | 12 | 3 | 3 kills | ||||
| -Frag- | 3 | 2 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A tight Sniper DM match took place on DM-Curse][, with 5 active players recorded in the report.
Neddy produced the strongest overall performance, finishing with 78 score, 78 kills, and 56% efficiency.
Neddy led the fragging pace with 78 kills.
-cide- posted the best accuracy at 36%.
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.
| 5 |
| 0 |
| 38 |
| - |
| 1.20 |
| 55% |
| 29% |
| 2 |
| 18% |
| 0:13 |
| -cide- | 1 | 1 | 1 | 0 | 3 | 46.0 cm | 1.00 | 50% | 33% | 1 | 100% | 0:13 |
| 1 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -cide- | 2 | 7 kills | ||||
| Neddy | 2 | 6 kills | ||||
| -Frag- | 4 kills | |||||
| Zo-^ | 3 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 |
|---|---|---|---|---|---|---|---|---|---|
| Neddy | - | - | - | 31 | 32 | 32 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 18 | 18 | 18 | 0 | Limited ping data | |
| -cide- | 30000 | 360 | 240Hz | 49 | 50 | 51 | 0 | Good connection | |
| -Frag- | - | - | - | 32 | 32 | 33 | 0 | Good connection | |
| Zo-^ | 25000 | 320 | 0Hz | 45 | 47 | 48 | 0 | Limited ping data |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Combat | Great game, this was a really strong performance from you at 1.76x. 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. |
| Neddy | Godlike | Combat | I think this was one of your stronger performances, coming in at 1.28x. You played a useful combat game: enough frags, controlled deaths, and good pressure. Your 78-62 scoreline gave you a 1.26 K/D, which shows you were getting more value from your lives than the enemy. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Zo-^ | Struggling | Combat | You had a quieter game than normal at 0.89x; I think the useful part is that your improvement target is visible. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| -cide- | Struggling | Combat | You were below your usual level at 0.88x, so cleaner decisions and timing will matter most for you. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| -Frag- | Struggling | Combat | You were below your usual level at 0.85x, so cleaner decisions and timing will matter most for you. The frag count was there, but you had to spend too many lives to get it. 40% 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. |