Increasing the smoothness value does not make an aim system more human. It only slows down the movement.
The mouse movements of a real person are much more complex. Reaction times vary, the pace of movement changes as the target is approached, the target is sometimes missed and a small correction is made. The hand does not remain completely stationary; the mouse sensor does not produce mathematically perfect and continuous motion.
Therefore, the Humanized Aim system that we developed for CS2 legit cheats in Atom Premium uses a different model from the classic smooth aim approach.
Our goal is not just to reach the target, but to ensure that the movement that reaches the target has a more natural motion profile.
In this article, we explain the approach behind the system, what components it consists of, and why a high smooth value alone is not enough.
Why Isn't Classic Smooth Aim Enough?
A traditional legit aimbot typically reduces the difference between the target and the current field of view by a certain softness value.
In simplified form:
New angle = Current angle + (Target angle - Current angle) / Smoothness
This method may seem quite natural at first glance. However, the fundamental nature of the movement does not change.
The motion continually approaches the target and repeats the same mathematical behavior.
When you increase the Smooth value, the motion becomes slower; however, the character's motion remains the same.
In a real mouse movement, the speed is usually not constant.
When a person is moving towards a target:
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The movement begins.
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The mouse speeds up.
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In the middle of the movement, it reaches a higher speed.
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As it approaches the target, it slows down.
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If necessary, a small correction is made.
Therefore, it is much different from a natural flick, which is simply a continuous approach toward a target.
The Basis of Human Mouse Movement: Movement Profile
In motor control studies, various models are used to explain the speed and acceleration profiles of human movements.
One of these is the minimum-jerk trajectory, which aims to create a smooth motion profile between the start and end points.
Our approach also treats the entire movement as a process, rather than relying solely on classical softness.
We consider a flick as a mouse movement with a start and end, rather than as a series of small angle adjustments in ticks.
This process generally involves the following steps:
Free → Reaction → Main Movement → Correction → Sit
Main Movement
A major move toward the goal.
The goal here is to create a natural acceleration and deceleration profile, rather than having the mouse move at a constant speed toward the target.
Correction
The second stage, which comes into play when a small position error occurs as the target is approached.
Since the human movements do not always land perfectly on the target, we also consider the correction behavior as part of the movement model.
Accommodation
When the target is reached, the movement shifts from being completely locked at a mathematical point to smaller, more controlled movements.
Thus, the entire movement consists of successive stages, rather than appearing as a single mechanical operation.
Why is Reaction Time Important?
One of the easiest differences between humans and automated systems is timing.
It is not a natural human movement to change the field of view at the same time as a target enters the screen.
Therefore, in our Human Aim system, instead of initiating movement directly after the target is detected, we use a reaction time model.
This time period does not have to be a fixed value.
The reactions of real people are not the same in every situation. Factors such as visual distance, the target's movement, the player's state of attention, and the context of the conflict can all affect the duration of a reaction.
Therefore, instead of tying the reaction behavior to a single fixed time in the system, we consider it through a variable model.

Targeting and Correction
One of the important characteristics of human mouse movements is that they are not perfect.
A quick movement toward a target may sometimes go slightly past the target. The player then notices this and makes a small correction.
In the Human Aim system, we consider this behavior as a separate movement stage.
The amount of friction and the nature of the correction vary in such a way as to prevent each movement from having the same outcome.
The purpose here is not to add randomness.
The goal is to create a more natural range of movements that prevent each flick from being a copy of the previous one.
Why is the path of movement important?
The start and end points of a mouse movement are not the only important factors.
The path between the two points also determines the character of the movement.

Any movement that occurs along a perfectly straight and mathematical line can create a profile that is different from actual mouse movements.
Therefore, our system supports small and controlled deviations along the movement path.
These clips:
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Not all of their movements are in the same direction.
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It does not have a fixed size.
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As you approach the target, it decreases.
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It provides a natural transition between the primary motion and the correction.
As a result, motion is not simply modeled as "going from point A to point B."
Macro Actions and Micro Actions
The human hand is not completely motionless.
Even when the mouse is held still, very small movements may occur. However, these movements are not completely random and resemble white noise.
Therefore, we treat micro-movements as a separate behavior.
Small movements in the system are created through a controlled profile and applied at different stages with different weights to avoid interfering with the main aim movement.
Especially when the target is engaged, it is important to keep these micro movements at a lower level.
In such a case, the system may start to move unnecessarily instead of maintaining the target position.
Engagement Scrolling
The crosshair of a real player does not remain mathematically perfectly stationary on the target.
Very small amounts of natural drift occur.
In the Human Aim system, we model this behavior in a controlled way.
However, we don't want the drag to coincide with the main aim movement.
Therefore, we use different weights at different stages of the movement.
When the motion profile is in the foreground during the initial flick, the effect of micro-movements is reduced when the target is fully locked.
The Numerical Nature of Mouse Movements
Mouse movements do not consist of continuous mathematical coordinates.
The movement generated by a real sensor occurs in specific steps, depending on factors such as the device's DPI value, sensitivity settings, and sensor resolution.
Therefore, our system also takes into account the numerical structure of mouse movements.
The goal here is not just to make the motion look smoother; it’s to ensure that the generated motions are more closely aligned with the actual input behavior.
Target Dependency
Another significant problem is the indecision in target selection.
When an automated system makes a selection by searching for the "best target" in each frame or tick, unnecessary transitions
A true player, on the other hand, usually focuses on the same target for a short time when entering a duel.
Therefore, we use the concept of target affinity in the Human-AI system.
When a target is selected, the system can maintain the target for a specified connection time.
This approach:
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It reduces unnecessary transitions among near goals.
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It prevents the reaction behavior from starting again and again.
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It makes Aim movements look more consistent.
When there is a truly new and meaningful change in objectives, the system can re-evaluate.
Every duel shouldn't be the same
The aiming behavior of a human player may be generally consistent, but each flick is not exactly the same.
Same player:
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Faster in a duel,
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In another duel, it was slower.
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A bit too much in one move,
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In another move, it's a little lacking
It can move.
Therefore, the behaviors in the Human-like Aim system are not completely tied to fixed parameters.
In each conflict, certain behavioral characteristics may change.
The purpose here is not uncontrolled randomness; it is to prevent the same movement from being copied over and over again.
When you use your mouse, Aim is retracted
The complete disregard of user input by a human-like aiming system does not create a natural user experience.
Therefore, your own mouse movements are included in the system.
When you move the mouse in the intended direction, the system's assistance decreases.
While stronger user movements provide more control, the level of assistance can remain higher for smaller movements.
Thanks to this approach, the aim system works in conjunction with the user's movements, rather than taking full control on the player's behalf.
As a result, the help provided by the system feels more controlled and natural.
How Does Reverse Time Control Work?
Spray control is a different issue from normal aim movement.
Perfect and instantaneous recoil compensation may be quite different from real player behavior.
Therefore, the recoil system takes into account factors such as delay, error margin, and variability.
It is especially important that no direct and perfect corrections are made in the first bullets.
Instead, the recoil behavior is evaluated over time, and corrections are applied in a controlled manner.
We also allow small errors to change over time, rather than being completely eliminated.
Thus, the recoil system and the aim system do not behave as two independent mechanisms.
Legit Aim is working with RCS
One important improvement is the coordination between legit aim and recoil control.
If two systems independently correct the same movement, an undesirable double correction may occur.
Therefore, the two systems operate in such a way that they share the same motion state.
This prevents a movement from being corrected by two different systems.
Different Aim Behavior by Weapon Group
We don't expect her weapon to be used in the same way.
A movement performed with an AWP does not have the same characteristics as a movement performed with an automatic rifle.
Therefore, within Human Aim, we can configure behavior parameters separately for each weapon group.
Among these are:
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Reaction behavior
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Flick duration
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Correction character
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Micro movement level
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Target commitment
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Mouse input effect
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Recoil behavior
There are options such as
This allows users to create an aim behavior that is tailored to the group of weapons they are using, rather than a single global profile.
VACNet and Behavior-Based Systems
In CS2, fraud detection is not just about the software itself.
Information shared by Valve in the past shows that automated detection systems can also leverage machine learning models that analyze player behavior.
Therefore, when developing legit aim, it is not enough to just look at the question "how smooth is the aim?"
Movement:
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Timing
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Speed profile
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Target selection
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Correction behavior
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Micro movements
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Relationship with user input
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Variability between conflicts
It should be evaluated as a whole.
That’s why our approach here is much more comprehensive than simply changing the softness value.
What Does the Human Aim Do, and What Doesn't It Do?
It is important to understand the purpose of this system correctly.
What he did
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Creates more natural motion profiles.
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Reduces fixed and mechanical pointing behavior.
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Includes the reaction time in the model.
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Flick movements are handled in multiple stages.
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Manages target affiliation.
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The user incorporates mouse input into the system.
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You can create different behaviors based on weapon groups.
Things he didn't do
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Not every game style automatically makes it legitimate.
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Excessively aggressive aim behavior does not magically become natural.
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The player does not eliminate the risks created by his own behavior.
The last point is especially important.
If an account is consistently playing with abnormal hit rates, exhibiting the same behavior in every match, or appears suspiciously human by players, simply changing the aim movement is not enough.
Human Aim is a behavioral model, not a guarantee of invisibility.
Result
Human aim is much more than just increasing the softness value.
While classical softness only changes the speed of motion, our approach takes into account the entire motion.
The reaction time, main movement, correction, micro-movements, target adherence, user input, and recoil behavior are all evaluated together.
Thus, instead of a system that repeats a single mathematical action in every situation, we aim to create a more natural aim profile that can vary depending on different circumstances.
Human Aim can be enabled from the Legit tab, and behavior parameters can be configured separately for each weapon group.
Our goal is simple: to develop a aim system that works with user movements, providing a more controlled and natural feel, rather than just an aim that hits the target.
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