Unreal HeavenThe home of 2v2 and 3v3 iCTF4 May 2026, 03:19
Stalwart
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| saxonFB | 67 | 67 | 22 | 0 | 220 | - | 3.05 | 75% | 41% | 58 | 64% | 0:29 |
| Broken_Soul | 22 | 22 | 65 | 0 | 153 | 58.3 cm | 0.34 | 25% | 27% | 5 | 12% | 0:10 |
| -cide- | 0 | 0 | 2 | 0 | 1 | 46.0 cm | 0.00 | 0% | 0% | 0 | - | 0:06 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| saxon | 6 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| saxon | 6 | 9 kills |
Loading player feedback...
Generated from the match events and player statistics.
A tight Sniper DM match took place on DM-Stalwart, with 3 active players recorded in the report.
saxon produced the strongest overall performance, finishing with 67 score, 67 kills, and 75% efficiency.
saxon led the fragging pace with 67 kills.
saxon posted the best accuracy at 41%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
saxon hit 41% 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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| saxon | 30000 | 600 | 500Hz | 8 | 9 | 11 | 0 | Minor variation | |
| Broken_Soul | - | - | - | 14 | 15 | 17 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| saxon | Godlike | Combat | Great game, this was a really strong performance from you at 1.76x. You gave your team strong combat value, especially because your kills came with good efficiency. 75% 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. |
| Broken_Soul | Feeding | Combat | You had a rough game at 0.60x, so I think your goal should be to simplify and rebuild from safer plays. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 25% 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. |
| -cide- | Feeding | Combat | You had a rough game at 0.05x, so I think your goal should be to simplify and rebuild from safer plays. 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: stop gambling alone into bad positions and take fights from areas you can escape from. |