spawnhub

how trust scoring works

spawnhub builds a statistical trust profile from match demos — not from reports or gut feeling. every signal below is computed from raw game events inside your synced valve demos and faceit replays. this page documents exactly what we measure and what we flag.

what we measure

metricdefinition
ratinghltv 2.0-style rating from kpr/dpr/impact/kast/adr
adraverage damage dealt per round (friendly fire excluded)
multi-killsrounds with 2/3/4/5 frags
round winnersper-round winner + win reason from round_end
kast% of rounds with a kill, assist, survival, or trade
time to killfirst shot of the fatal spray → kill; misses before the first hit count
time to damagefreeze end → first damage dealt, per round
accuracyhit events / shots fired (guns only)
utility dmgdamage from HE, molotov/incendiary, flash assists
flashesenemies vs teammates blinded, avg blind duration
opening duelsfirst kill of each round — participation + wins
tradeskills within 6s of a teammate dying to that player
smoke killsfrags through smoke (thrusmoke flag in demo)
blind killsfrags while the attacker was flashed
aim errordegrees between crosshair and victim head when a shot lands
pre-aim errorsame error ~125ms before the shot — was the crosshair already on target (placement) or did it snap?
moving fights% of engagements opened while moving >120 u/s — counter-strafe proxy
utility thrownflashes / smokes / HEs / molotovs thrown (weapon_fire events)

signals we flag

signals only appear when the stat holds across multiple matches — one lucky game never flags anyone.

signalthresholdwhy
inhuman time-to-killavg ttk < 300ms over 3+ matchesttk counts from the first shot of the spray — legit aimers sit ~450-800ms; sustained sub-300ms means every bullet connects
abnormally high accuracyhit rate > 42% over 3+ matchespro-level is ~30-35%; 40%+ sustained is statistically rare
extreme headshot ratehs% > 75% lifetimepossible legit, but consistent >75% warrants a look
low hours, veteran damage<100h played + adr > 90new accounts performing like veterans — smurf or worse
repeated kills through smoke≥1 thrusmoke kill per match sustainedoccasional spam kills happen; a pattern is suspicious
robotic aim precisionhit-time error < 1.5° AND pre-aim error < 4° over 3+ matcheshumans flick — high pre-aim error shrinking at impact; aimbots stay locked at both moments
hits shots while running>40% of fights opened while moving fast, over 3+ matchesaccurate shooting needs a full stop — sustained running hits mean silent-aim or no movement penalty

what counts as legit

metrictypical rangeelite range
ttk400–800ms per kill (spray duration)<350ms avg is unusual
time to damage15–30s from freeze endentries <12s, anchors 40s+
accuracy15–30%30–40%
adr65–8590+
kast65–75%78%+
hs%35–55%60%+ (scrims)
aim error (at hit)2–5°sustained <1.5° is suspicious, not elite
pre-aim error5–15°sustained <4° is suspicious
moving fights<15%disciplined players stay low — >40% flags

the 0–100 score

profiles start at 100 and each flagged signal deducts a weighted amount. the verdict band is what you see on the stat strip.

signalweight
cs2 game ban on record−65 (always verdict: cheater)
vac ban on record−40
inhuman time-to-kill−40
abnormally high accuracy−20
extreme headshot rate−15
low hours, veteran damage−15
repeated kills through smoke−10
frequent kills while blind−10
robotic aim precision−25
hits shots while running−10
consistent impact (kast ≥70)+5
scoreverdict
70–100legit
35–69suspicious
0–34cheater
no scoreunknown — fewer than 3 analyzed matches and no bans on record

statistical deductions only apply when at least 3 demos (2 for smoke/blind patterns) have been analyzed — a single game can't flag anyone. ban deductions come from valve's own records, not our analysis.

limitations

  • valve deletes demos after ~30 days — stats only cover recently synced matches, not a lifetime.
  • private steam profiles still work: comments + any synced/resolved match data we have, but valve-side lifetime stats are hidden.
  • sub-tick demos sample at 64 tick — timing metrics are accurate to ~16ms.
  • signals are statistical heuristics, not bans — a flag means "worth a second look", not "cheater".