GriefBot v6.4
Released · the newest build
Log missed shots
Rage › GeneralA shot you never landed because you were killed first now says so, even on servers that respawn you instantly, instead of reading as a lost bullet. Misses the server caused now say so: lost, dropped or substituted for a stand-in because your shot arrived late.
Rage auto peek
Rage › GeneralPeeks now: the enemy it is timed on is run forward along their path, so a retreat that keeps going clears the spot by the time you are on it, and spots too slow for your backtrack are skipped.
Freestanding
Rage › Anti-aimThe enemy with a line on you now decides the yaw; the ones who could step out only break ties, and no longer turn your back on everyone. Show in world draws the ring of yaw costs it chose from, the pick, your head and every enemy it costs. Back to them turns your actual back to them (the model stands 30 degrees off the shipped angle). Show in world draws the ring where your head goes for each yaw, with the 3-degree strip the pick came from; a flat row is one colour.
Rage
Rage › GeneralShots at a running enemy are placed where the server has them when the shot lands, not where they were a moment before, and a wall-bang the server stops in the wall is logged as a wall miss rather than a prediction miss. After a scoped AWP, Scout or auto-sniper shot, the next shot now waits the one tick for the scope to come back in instead of firing unscoped the moment the bolt is ready.
Player ESP
Visuals › PlayerYour own box and name, and the Freestanding ring around you, no longer fall behind you and jump back on servers with ping. Dead and spectating players no longer show up as a pile of boxes in the middle of the map.
Killer replay
Visuals › HUDThe killer's first-person view now shows the gun they killed you with, even when they have switched to a knife or another weapon since.
Hide shots
Rage › Anti-aimOn servers that allow the full hide, every shot you fire now keeps your anti-aim, not just the rage bot's: your head no longer comes up for a tick on the command after a rage shot or on your own clicks.
Remove scope zoom
Visuals › WeaponA Visuals switch that keeps your normal field of view and mouse speed while scoped; the gun stays scoped with the same accuracy.
Remove scope overlay
Visuals › WeaponNow keeps the scope's black cross lines across the screen while you are scoped, so you can tell you are zoomed; turn Scope lines off to remove the overlay entirely.
Quick scope
Rage › WeaponsZooms in together with Quick stop, including the stop for an enemy about to step out, and no longer cycles through the zoom levels after a shot or with Remove scope overlay on.
Seed check
Rage › GeneralNow searches every spread seed inside the weapon's whole spread each tick, not just the few beside your aim, so moving, jumping and unscoped shots find a landing seed far more often.
Extrapolate
Rage › GeneralTimes a fake-lagger's carried pose to when the server actually runs your shot, counting the ticks it waits in the server's queue, and turns their body the way the server will.
Re-fire timer
Visuals › PlayerNew ESP tag: after an enemy fires an AWP, Scout, Deagle, R8 or shotgun, counts down the seconds until that gun can shoot again.
Silent aim suspect
Visuals › PlayerNew ESP tag that flags a player whose bullets land outside where they were looking, with the shot count and how many degrees off.
Anti-aim suspect
Visuals › PlayerNew ESP tag that flags a player looking straight down while moving or shooting, jittering or spinning their view, or twisting their body away from it.
Bhop suspect
Visuals › PlayerNew ESP tag that flags a player landing 7 or more perfect bunny hops in a row, with their longest chain.
Server pose
Visuals › PlayerNew chams ghost showing where the server will test your shot on an enemy who broke lag compensation.
Lobby preview
Visuals › HUDWhen a match is found, a card shows both teams' parties, ranks, wins, levels and commendations, plus the map and data centre, before you accept.
Server rules
Misc › GeneralMisc > Matchmaking lists the server's movement, lag-compensation, queue and mode settings in its cog, and backtrack and bhop adapt to them.