This isn’t a rant about someone cheating, rather an example of a situation i encountered that could be misinterpreted as cheating.
So i was playing with some friends on Berlin, and one of the cap zones was in the open with a very convenient tall building near it with me and my sniper rifle on it’s roof.
While the rest of my team was storming the cap zone, i was busy telling them every single movement of the enemy, where he was, how close he was, where he was looking, where he was hiding, what he was doing via discord.
NOW, while this isn’t breaking any rules, i could see instantly how a player from the other team would think that some form of cheating was involved since he got hunted down and killed instantly no matter how hard he tried to conceal himself.
No problem. I read your post and you gave some good examples. Especially the one regarding AI. In the same battle i described in the OP, i was hiding in a building, behind some rubble and under some broken wooden beams. Without me taking any shots for 20 seconds, one bot at ~150m dropped down to prone as soon as he entered my view, turned left 90 degrees and oneshot me in 0.5 seconds despite me not being in his line of sight and being concealed very well.
So yes, this could be very well considered “cheating” by an inexperienced player, and i don’t blame them for thinking so, even though it’s just the AI going into GOD mode.
I used to see cheating quite common about a year ago, maybe a little more, but have hardly seen any if at all in the last few months. The occasions were I have experienced it would be things such as an actual player precisely shooting the hard cover I am behind through trees or bushes (esp shooting through trees but can’t see the tank I’m sitting behind) and prefiring at extreme ranges at enemies coming out of cover/around buildings and racking up quite the score.
An idea is that to realize it, you must use the mark function, not just talk. When you mark the enemy, you get a little extra points (there are no points for random marks. The marks must be close to the enemy). Maybe five scores each time?
Maybe a useful suggestion if developers see that.