| ▲ | vkou 2 hours ago | ||||||||||||||||||||||
Unless DOTA2 is running at a ~3 tick rate (Which it's not), even taking account processing delays and action batching, a bot will always have faster reaction times than an actual player. It will also never misclick. This problem is magnified in a shooter game, which would be unplayable with that kind of batching, but where a cheater with an aimbot is actually impossible for a legitimate player to beat. | |||||||||||||||||||||||
| ▲ | soloridindan an hour ago | parent [-] | ||||||||||||||||||||||
After you click, the character will begin to turn, which can take several hundred ms. A delta of couple ms compared to the time it takes to turn is completely negligible and even an inch better positioning of a character, or having a character with items or stats that makes them turn faster (because picks are asymmetric) will make several magnitudes more of an impact. If your game allows your sights to just teleport on people's heads and take that as the winning condition then that just sounds like bad design, there's no reason to allow infinitely fast movement and omitting strategy even from a shooter | |||||||||||||||||||||||
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