shooting through walls, headshot consistency, high kill games (166 kills in just this round - ), etc. Continuing to roll with Phantom Forces (if anyone can’t tell I’m a big fan of that game) players in the competitive scene of that game (or just very highly skilled players in general) are known for very frequently getting kicked from games (because they do things that look like exploiting i.e. To reply to a point just made, human moderators have their limitations too. As a result, with more experienced players in servers coupled with a game that has manageable recoil on their weapons, consistency can be hard to use as metric for detecting or generating suspicion of aimbot. Phantom Forces has a competitive scene with teams that practice, queue up community matchmaking servers, and have an extremely in-depth knowledge of the games inner mechanics for players who have never seen the source code (simply because of play time). Moreover, (and riding with the Phantom Forces example a little further) consistency as a detection method works well in games where recoil is noticeably difficult to control (CS:GO) and/or a very new FPS game that does not have people well versed in controlling the guns. Furthermore, if the player is using a gun with a lot of recoil (AK47 or M60 for my PF homebodies) any aimbot built on randomizing body part locations is further hidden because the excuse “it’s the recoil throwing my shots over the body” becomes increasingly valid. A consistent shooting pattern would be hardly perceptible if the server doesn’t give you a lot of insight into the what the player’s camera is looking at. This is ironically a bad example because Phantom Forces sort of gives the killed player insight into the camera of the player who killed them, so if they killed someone shortly after you you’d see it spaz a bit.