Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Sept 2026, 23:39
Stalwart
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 113 | 113 | 93 | 0 | 286 | 46.0 cm | 1.22 | 55% | 40% | 0:07 |
| -uh.StarzZz`- | 107 | 107 | 89 | 0 | 289 | 13.5 cm | 1.20 | 55% | 38% | 0:07 |
| pho`FB | 96 | 96 | 84 | 0 | 232 | 20.3 cm | 1.14 | 53% | 41% | 0:07 |
| ROSE | 72 | 72 | 86 | 0 | 231 | - | 0.84 | 46% |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -cide- | 12 | 6 | 4 | 2 | 5 kills | ||
| -uh.StarzZz`- | 14 | 9 | 1 | 1 | 5 kills | ||
| pho` | 18 | 2 | 1 | 1 | 5 kills | ||
Loading player feedback...
Generated from the match events and player statistics.
A tight Instagib TDM match took place on DM-Stalwart, with 6 active players recorded in the report.
-cide- produced the strongest overall performance, finishing with 113 score, 113 kills, and 55% efficiency.
-cide- led the fragging pace with 113 kills.
pho` 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.
-cide- crossed 113 kills, so the kill feed was less a feed and more a public notice board.
The final table reflects the players who converted pressure most consistently across the match.
| 0:07 |
| _-=Pr3dazZz=- | 70 | 70 | 93 | 0 | 235 | 36.0 cm | 0.75 | 43% | 31% | 0:07 |
| tono | 65 | 65 | 78 | 0 | 280 | 19.6 cm | 0.83 | 45% | 24% | 0:08 |
| 8 |
| 1 |
| 5 kills |
| ROSE | 7 | 2 | 1 | 5 kills |
| _-=Pr3dazZz=- | 9 | 1 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -cide- | 2 | 1 | 10 kills | |||
| -uh.StarzZz`- | 4 | 7 kills | ||||
| pho` | 3 | 6 kills | ||||
| tono | 2 | 6 kills | ||||
| ROSE | 1 | 5 kills | ||||
| _-=Pr3dazZz=- | 1 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 10 | 10 | 11 | 0 | Good connection | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 12 | 13 | 13 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 23 | 25 | 29 | 0 | Variable ping | |
| tono | 25000 | 250 | 144Hz | 76 | 81 | 86 | 0 | Minor variation | |
| pho` | 25000 | 400 | 280Hz | 21 | 22 | 22 | 0 | Good connection | |
| ROSE | 25000 | 260 | 0Hz | 290 | 293 | 296 | 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 made a clear difference in this match and finished well above your normal level at 1.37x. You played a useful combat game: enough frags, controlled deaths, and good pressure. 40% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| -uh.StarzZz`- | Godlike | Combat | You should be happy with this one; your performance was well above your usual level at 1.33x. 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: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| ROSE | Stable | Combat | You played around your normal level at 0.95x, so your focus should be small improvements rather than a full reset. The frag count was there, but you had to spend too many lives to get it. 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: choose fewer isolated fights and use sound, spawn timing, and item control to make the next duel easier. |
| pho` | Struggling | Combat | You were below your usual level at 0.79x, so cleaner decisions and timing will matter most for you. You played a useful combat game: enough frags, controlled deaths, and good pressure. 41% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| _-=Pr3dazZz=- | Struggling | Combat | You were below your usual level at 0.78x, so cleaner decisions and timing will matter most for you. You found plenty of frags, but the deaths made the pressure harder to convert into control. The 70-93 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. Next focus: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
| tono | Struggling | Combat | You were below your usual level at 0.76x, so cleaner decisions and timing will matter most for you. You found plenty of frags, but the deaths made the pressure harder to convert into control. 24% accuracy suggests you were working hard for each frag; cleaner first shots and better angles would lift your efficiency. Next focus: choose fewer isolated fights and use sound, spawn timing, and item control to make the next duel easier. |