Donāt be so quick to joke. There are some very useful - and very questionable - things that can be done with a āmacro keyboard.ā Weāre talkinā stuff thatās been specifically outlawed in competition, and for which steps have been taken by developers to prevent. Obviously Iām not going to go into details here, but Iāve got some interesting āevidence.ā
I donāt think thereās anything that anyone who doesnāt either know about macros or isnāt capable of googling them couldnāt find out, so its no big secret.
To keep the macro discussion specifially off ET as a courtesy to players on here, its well known in Battlefield that Macros can be used to automate prone jumping and helicopter tv missile guiding - both of which are based on repetitive key strokes which as a poster above said, is the basis for a maco program. It just automates the process of pressing a large number of keys or small number of keys repeated a large number of times into a single button. eg. In BF2, the helicopter tv guided missile is steered by left clicking the mouse, every left click re-adjusts the aim to where to the crosshair is currently pointing so by moving the cross hairs and left clicking you car steer the missile. Some people are known to have macroāed this to give a fast repeated left click by simply holding down a key on the keyboard, as the faster you click the more steerage you get. Also, not physically left clicking on the mouse leaves the mouse totally free for aiming alone and holds it steadier than if your fingers are banging down on the buttons frantically. This is the advantage of macros and this is why they are cheating when used like this. I dare say ET and ETQW will have their own key combinations that could fall victim to macros.
That said, not all macros are bad. Whilst macros that take away skill and control from the player may be, other macros eg. ones that show health / weapon status / leaving or joining or forming of squads / team speak users and whoās speaking on the G15 display are useful and are fully without question as they are informational or incedental only.
Its like everything it just depends on how they are used. It need gaming companies to be aware of the effects of macros and alleviate their use by preventing the advantages of control based macros. eg. In the example I gave above, the obvious solution would be to test the number of manual left clicks possible per second and then limit the game to only recognise a input signal from the left button so many times per second. So eg. if it was possible to click manually 6 times a second max, then the game could be told to only accept the 1st 6 clicks in any 1 sec period. Not only does this stop the advantage of the macro but it also creates a disadvantage as once the 6 clicks are up, it creates a deadspot where thereās no response. So use the 6 clicks up in the 1st 0.2 secs via a macro and you have 0.8 secs in which the missile goes dead actually making it less advantageous to use a macro than not as that time period could just be critical. Same with moves like prone jumping, they all need repeated key strokes. Put a limit on the repeats allowed on specific key combinations and you stop the usefulness of the macro.
Al.