I've been playing LMS for a few years, and have noted the subtle changes in how the bots worked; as well as the ebb-and-flow of their population.
First there is a bot saturation, then a ban wave. Then, slowly, subtly new scripts proliferate, until they too are banned-waved. Thus, the cycle repeats itself.
Over recent months, we've gone through a record low-period of bots in LMS.
Presently, LMS bot population seems at an all-time-high.
What is different? The bots. And, not subtly so.
For years, the strat had been to balance perfect switches, and human error, masking a script-wave until the next batch was cooked. Often they were impossible to kill, other times very predictable. Now I've noticed 70-90% of many games are what I call 's*****e bots', because they are programmed to die.
I'll take you through it step-by-step:
-a spawn-cluster is about 4 people. 2-3 of these are bots.
-they do not pot
-they either begin camping melee or ranged overhead (see point), a few cycles after being engaged in combat
-they attempt to tag the nearest player, betting that it is a fellow s-bot, if unsuccessful they are literal free kills
-one will kill the other using either whip or cbow, then run away without looting
-they run to low-traffic areas of the map and wait for one-another
-they meet up and, seemingly, begin switching very lazily between melee and ranged overhead
-among the entire hive in any given game, most of them have bot-like names (israr3, israr6, israr9, etc.), apparently one has a normal-ish name (see next point)
-among the hive, none but one of them respond to dialogue nor change strategy, but apparently one is a 'manned' bot
-my theory is this is the 'buyer', as they are still low-CB, but respond to trash talk
-the 'buyer' initially uses the same strategy as the bots, but can apparently go off-script (?)
-bot-detector plugin says "0 bots detected" every game
I hope the right JMod is able to learn something valuable from my observations! Stonks. James Stonks.
First there is a bot saturation, then a ban wave. Then, slowly, subtly new scripts proliferate, until they too are banned-waved. Thus, the cycle repeats itself.
Over recent months, we've gone through a record low-period of bots in LMS.
Presently, LMS bot population seems at an all-time-high.
What is different? The bots. And, not subtly so.
For years, the strat had been to balance perfect switches, and human error, masking a script-wave until the next batch was cooked. Often they were impossible to kill, other times very predictable. Now I've noticed 70-90% of many games are what I call 's*****e bots', because they are programmed to die.
I'll take you through it step-by-step:
-a spawn-cluster is about 4 people. 2-3 of these are bots.
-they do not pot
-they either begin camping melee or ranged overhead (see point), a few cycles after being engaged in combat
-they attempt to tag the nearest player, betting that it is a fellow s-bot, if unsuccessful they are literal free kills
-one will kill the other using either whip or cbow, then run away without looting
-they run to low-traffic areas of the map and wait for one-another
-they meet up and, seemingly, begin switching very lazily between melee and ranged overhead
-among the entire hive in any given game, most of them have bot-like names (israr3, israr6, israr9, etc.), apparently one has a normal-ish name (see next point)
-among the hive, none but one of them respond to dialogue nor change strategy, but apparently one is a 'manned' bot
-my theory is this is the 'buyer', as they are still low-CB, but respond to trash talk
-the 'buyer' initially uses the same strategy as the bots, but can apparently go off-script (?)
-bot-detector plugin says "0 bots detected" every game
I hope the right JMod is able to learn something valuable from my observations! Stonks. James Stonks.
18-Jul-2023 00:37:36