

One method is by attaching a physical device, called a hardware lag switch, to a standard Ethernet cable. The term "lag switch" encompasses many methods of disrupting the network communication between a client and its server. Some gaming communities refer to this method as "tapping" which refers to the users "tapping" on and off their internet connection to create the lag. From the opponent's perspective, the player using the device may appear to be teleporting, invisible or invincible, while the opponents suffer delayed animations and fast-forwarded game play, delivered in bursts. The goal is to gain advantage over another player without reciprocation opponents slow down or stop moving, allowing the lag switch user to easily outmaneuver them. By using a lag switch, a player is able to disrupt uploads from the client to the server, while their own client queues up the actions performed. In the peer-to-peer gaming model, lagging is what happens when the stream of data between one or more players gets slowed or interrupted, causing movement to stutter and making opponents appear to behave erratically. Neophytes may colloquially define these suites as aimbot programs. Some Triggerbot programs can be easily toggled on and off using the mouse or keyboard.Ĭheat suites may incorporate these in addition to other features, including adjustments to extrasensory perception (ESP), move speed, ammo count, and player radar.

Some aimbots and triggerbots attempt to hide from spectators the fact they are being used through a number of methods, such as delaying firing to hide the fact it shoots the instant an opponent is in the cheater's crosshair. If someone was using a targeting aimbot, the bot would be obvious to the spectator as unnatural exact position tracking. Recording of gameplay actions is also often possible.

Some servers allow inactive players to spectate, watching the game from the viewpoints of the active players. This targeting works regardless of whether the opponent is behind walls or too far away to be seen directly. Targeting is a matter of determining the location of any opponent relative to the player's location and pointing the player's weapon at the target. They are sometimes used along with a triggerbot, which automatically shoots when an opponent appears within the field-of-view or aiming reticule of the player.Īimbotting relies on each players' client computer receiving information about all other players, whether they are visible from the player's position or not.

