As a seasoned gamer with decades of Counter-Strike under my belt, I must admit that the recent ban on movement automation tools like Snap Tap and SOCD is a welcome change for me. While I understand the allure of these programs for some players, they’ve always felt like a shortcut to success rather than genuine skill, much like using a cheat code in an old-school RPG.
We recently reported how Valve strongly opposed movement automation in Counter-Strike 2 (CS2), including the iconic Jump-Throw keybind and third-party programs, such as Snap Tap. Now, ESL has followed suit, banning the use of these types of programs at in-person events, starting with ESL Pro League (EPL) Season 20, which runs from 3 to 22 September 2024.
A tool like Razer’s Snap Tap, Wooting’s SOCD, or Rapid Fire Macro (Rappy Snappy) can automate character movements within games such as CS2. However, these tools are often considered to provide an unfair advantage because they enable a single key press to execute multiple movement/attack commands, potentially making gameplay less skill-based for the user.
In a no-nonsense blog post, ESL announced this news, stating that:
Prior to the live ESL Pro Tour event for Counter-Strike, let’s make it clear that starting from ESL Pro League Season 20, we won’t permit the use of automation tools like Snap Tap, Rappy Snappy, SOCD, or any others that yield identical results.
As a gamer, I understand that while we’re currently adapting these rules for our face-to-face gaming events, we’ll be addressing the specifics for online competitions soon. In the meantime, there might be some inconsistencies as we work out the best ways to detect and implement regulations for online play.
In simpler terms, ESL doesn’t support the restriction of Snap Tap, SOCD, and other similar tools at online events, but there isn’t a reliable method available yet to monitor their usage when players aren’t physically present at a venue.
As an ardent esports enthusiast, I’m well aware that BLAST Premier has already prohibited the utilization of specific software in their tournaments. Given this precedent, it seems reasonable to expect other major event organizers to adopt a similar stance, particularly those eyeing the opportunity to host a Major Championship or RMR events. After all, Valve’s rules are universally applicable across these high-profile events.
Keep an eye on our esports segment for the most recent news, developments, esports features, conversations, and much more.
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2024-08-30 09:13