Re:How Valve Crowdsources the Policing of Cheaters in Counte...
by ygra on Sunday October 23, 2016 @02:47AM
(#12772340)
Overwatch isn't really meant to catch those cheats where your unsure at all. It is really only for the blatant cases which presumably make up most of the cheats players encounter in games as well. Things like slightly better aim would be pretty impossible to prove even with the same tick rate as the game. Look at the reddit witch hunts against professional players when they are thought to be cheating. Those accusations are usually false, and also often based on the raw replay data from the game.
Besides, it can already be hard to detect certain forms of cheating, e.g. if one player wallhacks and just relays info to their team. Even when watching the whole team in overwatch, instead of only a single player, this sort of thing is hard to see. Tick rate won't change that either.
Case in point: Overwatch is neutered. CS:GO competitive servers have a tick rate of 64 (that is, per second), which is already considered too low by many players, given that CS is a twitch shooter. Overwatch halves that tick rate to 32. So - investigators use footage at half the resolution (so to speak) of the actual game. This can both make cases harder to prove and make split-second decisions look like cheating, since half the data is missing.