When a player sees enemies, the game first creates a list of enemies that are alive and visible. Enemies behind obstacles are ignored. If the player is throwing a grenade, blinded, defusing, or planting, they do not select a shooting target. If there is only one visible enemy, the player shoots that enemy. If there are multiple visible enemies, the game follows this order:
If the player was already shooting an enemy, and that enemy is still visible and alive, the player keeps shooting the same target. This prevents players from switching targets too often.
This happens only if the player does not already have a valid previous target. The game checks whether teammates are already shooting a visible enemy. If they are, the player can decide to follow that target. This chance is mainly based on Gamesense. Higher Gamesense means the player is more likely to recognize and support the team’s focus. Teamplay can improve this chance when exactly two teammates are already focusing the same target. If three or more teammates are already focusing that enemy, the follow chance becomes 0. This prevents full-team laser focus from happening too easily.
This happens only if the player did not follow a teammate’s target. If the player is on the attacking side and sees an enemy defusing, they target the defuser. If the player is on the defending side and sees an enemy planting, they target the planter. This makes players react to round-winning actions first.
This happens only if there is still no selected target after the teammate-focus and bomb-action checks. The player has a chance to evaluate all visible enemies and choose the one with the highest threat score. This chance is based on: Gamesense: 80% influence Awareness: 20% influence The final chance is capped at 90%. When this check succeeds, the game compares visible enemies using:
Higher Gamesense and Awareness make the player more likely to use this advanced threat evaluation.
This happens only if the player still has not selected a target. The game starts with all visible, alive enemies as candidates. Then the player has a chance, based on Awareness, to focus only on enemies who are currently looking at them. Higher Awareness makes this filter more likely to activate.
This happens after the Awareness filter. The game checks whether any remaining candidate has HP below a threshold based on the player’s Aim. Higher Aim means the player can identify and prioritize a wider range of weakened enemies. If there are low-HP enemies, the player targets one of the enemies with the lowest HP.
This happens only if no low-HP target is found. The player randomly chooses one enemy from the remaining visible candidates. Team target spread limit Before the target selection steps above, the game also checks how many different visible enemies the player’s teammates are already targeting. If teammates are already targeting 4 different visible enemies, the player must choose from those existing targets instead of adding another target. This prevents the team from spreading fire across too many enemies at once.
Players first keep valid targets, then may follow team focus, then react to bomb actions, then use Gamesense and Awareness to identify the biggest threat, then use Awareness and Aim to refine the target, and finally pick randomly only if no smarter rule applies.