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On September 08 2010 22:03 Teejing wrote: How can S2 create Hon, a game run on servers and 100% cheat/latency free while
You haven't heard of map hacks?
Also, this will surely be fixed in a matter of days.
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Why would you warp in immortals? couldnt you warp in something like colossus or motherships? or hell even carriers
This is pretty hilarious though
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oh my god. i think hes smart enough cause the lousier players might think that they got rolled over by hidden tech or whatever, since hacking to warp in colossus or mothership may be too obvious.
But warping in colossus/mothership? that would be cool, someone should make a map like that.
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On September 08 2010 22:19 Yaotzin wrote: bnet has nothing to do with this.
Let's see. Bnet allows ladder games to be played on modified clients.
Looks like a bnet design flaw to me.
Like I said before, it can't be that hard to design the system so that you generate a hash from critical game files and then validate it via bnet. If a single byte is modified, you don't get to play.
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On September 08 2010 22:28 Stromming wrote:Show nested quote +On September 08 2010 22:03 Teejing wrote: How can S2 create Hon, a game run on servers and 100% cheat/latency free while
You haven't heard of map hacks? Also, this will surely be fixed in a matter of days.
You can't use maphacks in HoN because all of the data is server side. The server only sends what information is necessary to the client, thus preventing the hack in the first place.
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On September 08 2010 22:34 arb wrote: Why would you warp in immortals? couldnt you warp in something like colossus or motherships? or hell even carriers
This is pretty hilarious though
I believe it has something to do with the fact that in some alpha version of the game you were able to warp in immortals. And that a part of that code remains somewhere and he is abusing it.
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If it isn't a third party program, and is an exploitation of game mechanics, how is that worthy of a ban? Anyone who has ever used the infestor burrow/cast technique or magic boxing is just exploiting the game's coding. None of those were intended either.
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On September 08 2010 23:04 GWash wrote: If it isn't a third party program, and is an exploitation of game mechanics, how is that worthy of a ban? Anyone who has ever used the infestor burrow/cast technique or magic boxing is just exploiting the game's coding. None of those were intended either.
Did you just really compare this to using magic box?
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On September 08 2010 12:20 jamesr12 wrote: i smell something fishy and I am not talking about the hack... they hacked in animations...
Yeah, I too am wondering where they got the immortal warp-in animation from.
Either way this is just sad. Why the heck do people go out of their way to develop all these hacks instead of just playing custom games =\.
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Oh my god... as a programmer/experience with games I feel like I need to puke... This is 10x bigger flaw than any maphack(fog of war hack, that is) I've ever seen. Flaws like this should NEVER in any circumstances happen.
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The warp-in time for the immortal was so fast. O_O
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On September 08 2010 23:15 Man.Magic wrote: The warp-in time for the immortal was so fast. O_O
Yeah I really hope they decide to nerf the Immortal warp in time in the 1.1 patch!
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On September 08 2010 22:53 rewsky wrote:Show nested quote +On September 08 2010 22:28 Stromming wrote:On September 08 2010 22:03 Teejing wrote: How can S2 create Hon, a game run on servers and 100% cheat/latency free while
You haven't heard of map hacks? Also, this will surely be fixed in a matter of days. You can't use maphacks in HoN because all of the data is server side. The server only sends what information is necessary to the client, thus preventing the hack in the first place. This isn't feasible for SC2 though. In HoN how many new units can enter the screen at once? like 5?
What happens if you scan a 200/200 zerg army in SC2 with that system in place? Like 10 seconds of lag as all the data gets transferred.
Even stuff like zergling run-by's would cause huge lag.
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An interesting exploit. I'd be more worried if it was something the hacker could actually win with. It should be fixed by next patch. I'll just remember the cheat when i play ladder games so i'm not too surprised.
Besides, At least it's not the terra-tron.
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Honestly, if Immortals could be warped in I think they might actually see some use in most games. Even if you made the Warp cooldown super long, so that warping in an immortal meant no reinforcements for a long time, it would still help.
Right now, the only way to viably use Immortals for anything but defense is to use Warp prisms.
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On September 08 2010 23:09 PTZ. wrote:Show nested quote +On September 08 2010 12:20 jamesr12 wrote: i smell something fishy and I am not talking about the hack... they hacked in animations... Yeah, I too am wondering where they got the immortal warp-in animation from. Either way this is just sad. Why the heck do people go out of their way to develop all these hacks instead of just playing custom games =\.
On September 08 2010 22:44 kojinshugi wrote:Let's see. Bnet allows ladder games to be played on modified clients. Looks like a bnet design flaw to me. Like I said before, it can't be that hard to design the system so that you generate a hash from critical game files and then validate it via bnet. If a single byte is modified, you don't get to play.
Guys ... think! Seriously! Or at least read the thread ... do you think that the warp in animation was hacked into the client? Why should it show on normal "non-hacked" clients then? And what does this have to do with BNet? All that this hack does, is that it triggers a command coded in the client in order to use a feature that has been there since alpha and just never been removed (maybe because they were pondering whether they should reactivate it some day). This can be very well done at runtime and is most definitely not related at all to Bnet design. Sure, it is sloppy coding, but only on behalf of the client team.
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A chance you didn't post it on Blizzard's official forum, you'd be banned for reporting a cheater !!!
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Thats kind of a crazy hack.
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On September 08 2010 23:04 GWash wrote: If it isn't a third party program, and is an exploitation of game mechanics, how is that worthy of a ban? Anyone who has ever used the infestor burrow/cast technique or magic boxing is just exploiting the game's coding. None of those were intended either.
Spreading out your units through an intentional game feature is not abusing the game...'magic boxing' is not an exploit...
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On September 08 2010 23:26 shawabawa wrote: This isn't feasible for SC2 though. In HoN how many new units can enter the screen at once? like 5?
What happens if you scan a 200/200 zerg army in SC2 with that system in place? Like 10 seconds of lag as all the data gets transferred.
Even stuff like zergling run-by's would cause huge lag.
Thats BS.
All that needs to be transmitted to the server are the player's actions. The clients will sync the game to the server's version. Server decides what information to send back to client, it really doesn't take much bandwidth to do that even with 200 units.
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