Combat engine
Aim and fight patterns, built into a case over many fights rather than one shot.
What it does
One good shot proves nothing. The combat engine watches how a player fights over time, across many engagements, and builds a case when several independent signals agree: how often the aim snaps onto a target, how fast they react, how many hits are headshots, whether hits land where the gun was pointed.
When a case is strong enough it becomes a combat incident in Review › Combat incidents, with a confidence score and the signals behind it.
Tuning it
Policy › Combat engine lets you:
- turn each signal on or off,
- set how confident the engine must be before an incident reaches review,
- choose whether it may act by itself or only ever sends incidents to review.
Start with incidents going to review. Once you trust what it finds on your server, you can let the strongest cases act by themselves.
Reading an incident
An incident lists the fights it is built on, each signal's contribution and the overall confidence. Open the player's clips and recent detections alongside it before you decide.