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RijiN First Impressions


This isn't a first date, so let's get down to brass tacks. I've been using RijiN for a few days now, and this is what I think about it.

Hitscan | 9.5/10
The hitscan aimbot, mechanically speaking, is probably the best I've ever used out of any Source cheat I'm familiar with, and believe me, I have spent a lot of money on not having to get good at these fucking games. Crisp, clean, and consistent without having to be tinkered with for 15 minutes as is the standard for most other TF2 cheats, it just works. The latter is the real key here—other TF2 cheats I've tried, primarily on Sniper, tend to start whiffing shots if there's even a little bit of chaos in the circumstances they're being used in, such as your target facing away from you or being at a weird angle, and those misses grate over time. Not with RijiN; if an enemy is within the FOV you've designated and you shoot them, they're getting hit, simple as that.

This isn't to say it's flawless, of course, as nothing truly is, and especially not in the wild world of FPS cheat software. While its QoL features, such as having individualized settings for every class so you don't have to hotswap configs every time you pick another one mid-match, are solid, they're missing some things that I really enjoyed from its primary competitor, like the option to toggle the aimbot with a key rather than having to hold it and drawing the FOV on your screen. Still, those are just nitpicks in the face of extremely reliable and robust core features, so it's definitely a W regardless.

Projectile Aimbot | 7/10
What initially pushed me to take a chance on RijiN was all the discourse on how ball-bustingly amazing its projectile aimbot was, but it wasn't what kept me. Yeah, it's better than any other TF2 cheat, but the problem is that that's not really saying a lot, now is it?

First, the good—it's not bad by any means, and is certainly a hundred times more dependable than any alternatives. While it definitely has its low points, the highs aren't exaggerated, and it is not at all uncommon to hit insane montage-worthy trickshots without much fuss if you set it up right and know how to wrangle it. My favorite projectile-adjacent feature of the whole cheat is the trajectory visualizer, which, honestly, is worth more than the aimbot itself in some circumstances, at least on Demo. It's insane how massive of a difference such a simple, unassuming idea can make, and, of course, the projectile camera is just pure fun.

Unfortunately, it's not spared from the universal flaws of any projectile aimbot, in that it really does feel like it's just fucking guessing a good amount of the time. It's just as liable to miss a near-stationary target several times in a row as it is to pluck a Soldier out of the sky at the crest of a rocket jump, and while that inconsistency can be ameliorated somewhat with placement and fine-tuning, it's always going to be there, especially on the Grenade Launcher. While it can and will churn through people with bad movement, any amount of skillful strafing is going to embarrass it, especially against Scouts. This can't exactly be put into words, but it also just feels kinda awkward and unsatisfying to use, which may be because the lack of certain aimbot QoL features I haven't quite adapted to yet is magnified when dealing with projectiles.

Overall, it's better than anything else you can get without coding it yourself, but it is by no means perfect, and there's definitely room for improvement.

Menu | 5.5/10
Honestly, this is kind of the weakest link of the whole project in my opinion. The limitation of click-and-drag bars being the only way to adjust certain features, such as FOV and the fake latency target, makes the interface come off as clumsy and unintuitive, and if we're talking about things being unintuitive, the ESP section is easily the worst offender out of them all. I'm not even sure I fully understand how it works at the time of writing, and the only reason that I'm not going into further detail on it is because, as a closet cheater, I don't feel the need to attempt to customize it. Still, the customizability is nice, and you start to get a feel for it with experience. Let's be honest, it could definitely be much worse, given that it doesn't look like a gargantuan fucking bloated Excel spreadsheet as a certain depreciated Ukrainan competitor does.

Visuals | 9/10
To follow up that negativity, here's a section with nothing major worth complaining about. It's got a nice, streamlined aesthetic once you get it down, the font is pleasing to the eye, and, I cannot stress this enough, it does not absolutely fucking nuke your framerate if it has to render more than 3 people at once. Seriously, I have a 3080ti and i9 11900k backed by 32 gigs of RAM, yet the cheat I was using before had me routinely hitting under 100 frames per second whenever a casual match started looking like a casual match. Being able to play without constant stuttering is itself a godsend, although the lack of a player tab does hold it back from being virtually flawless.

Miscellanous | 10/10
What IS virtually flawless, though, is the set of miscellanous features. Seriously, RijiN absolutely knocks it out of the park here, and I can't think of anything else that I could want. A user-friendly, ridiculously easy-to-use crithack, perfect DT and fakelag, the black sorcery labeled as fast queue, and backtracking that makes you feel like an anime villain. I don't think there's much more than can be improved or added here that wouldn't just be superfluous.

Overall | 8.5/10
RijiN is a very solid choice for the discerning cheater, although the hefty price tag can make it hard to justify when there are much cheaper options (really it's just option, but let's be neutral here) that can offer similar performance. Still, it outclasses the competition in nearly every way while still having visible room to grow, so color me excited to see where this project goes in the future.
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