Aug 14, 2010, 12:22 AM
I've seen lots of aimbots by now... those demo's did not have the properties of them
I've seen aimbots so far:
- spin-hack (spinning around and shoot when a enemy is in view). Oldest and here one can say: ITS OBVIOUS..
- "snap-to" a head within a server tick and fire.
- Distance selection, when a enemy gets closer than the one he's zoomed into, it turns automatically to that one (seen it 1 time). While the previous one was still in sight, the new one wasn't visible or being able to hear (footsteps etc)
- "slow" motion crosshair, when close to the head it headshots, and the frame AFTER the headshot its already on the NEXT enemy's head.
- "slow" motion crosshair, dead stop on head (no move of the crosshair after for a bit, prolly a prevention of the above one to be detected)
Prolly forgot a couple, its late here.
I asked you a question: what is the SPECIFIC behaviour as which you recognize it as a aimbot. Now, saying its "obvious" doesn't make it a valid argument. You must be able to name the specific behavior of it that is a tell-tale for it. One that CANNOT be waved away with that is how the player is playing his game. OR with that its a non-lagcompensated spectator "bug" or network problem.
This guy in the below vid gets accused of it a lot. But I'm sure he has none. He makes demo's himself, so he can show those for those times he gets accused with spectator demo's so he can show he had valid shots. I got his demo's for that match and made this mash-up of that map's fight. Have to join the other parts yet for the other map that we played. (My demo's as Engy didn't show much of what was going on)
http://www.youtube.com/watch?v=vMqf6_8Zj90&fmt=37
I've seen aimbots so far:
- spin-hack (spinning around and shoot when a enemy is in view). Oldest and here one can say: ITS OBVIOUS..
- "snap-to" a head within a server tick and fire.
- Distance selection, when a enemy gets closer than the one he's zoomed into, it turns automatically to that one (seen it 1 time). While the previous one was still in sight, the new one wasn't visible or being able to hear (footsteps etc)
- "slow" motion crosshair, when close to the head it headshots, and the frame AFTER the headshot its already on the NEXT enemy's head.
- "slow" motion crosshair, dead stop on head (no move of the crosshair after for a bit, prolly a prevention of the above one to be detected)
Prolly forgot a couple, its late here.
I asked you a question: what is the SPECIFIC behaviour as which you recognize it as a aimbot. Now, saying its "obvious" doesn't make it a valid argument. You must be able to name the specific behavior of it that is a tell-tale for it. One that CANNOT be waved away with that is how the player is playing his game. OR with that its a non-lagcompensated spectator "bug" or network problem.
This guy in the below vid gets accused of it a lot. But I'm sure he has none. He makes demo's himself, so he can show those for those times he gets accused with spectator demo's so he can show he had valid shots. I got his demo's for that match and made this mash-up of that map's fight. Have to join the other parts yet for the other map that we played. (My demo's as Engy didn't show much of what was going on)
http://www.youtube.com/watch?v=vMqf6_8Zj90&fmt=37