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Immortal/Warp gate hack - Page 16

Forum Index > SC2 General
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ToxNub
Profile Joined June 2010
Canada805 Posts
September 09 2010 21:52 GMT
#301
This guy is awesome.

People who use non-obvious hacks like map-hack or minerals hack are tools. People who are like "Ima warp immortals into your base" are baller and deserve medals for being great.
Antares777
Profile Joined June 2010
United States1971 Posts
September 09 2010 21:52 GMT
#302
On September 10 2010 06:51 Tump wrote:
gosuguy wru?! please demonstrate more of that ability list please

Would be hilarious to see how fast Ultras are after getting the removed speed upgrade (since they buffed their speed to compensate removal of that research iirc)


That would be frikin hilarious - Ultra's like twice as fast?! lmao
aeoliant
Profile Blog Joined June 2010
Canada361 Posts
September 09 2010 21:55 GMT
#303
On September 10 2010 06:52 ToxNub wrote:
This guy is awesome.

People who use non-obvious hacks like map-hack or minerals hack are tools. People who are like "Ima warp immortals into your base" are baller and deserve medals for being great.

what a boss
Malminos
Profile Joined July 2010
United States321 Posts
Last Edited: 2010-09-09 22:43:39
September 09 2010 22:43 GMT
#304
As an italian-american, i am very displeased with this "Wap gate" hack. Let's hope it gets fixed asap!
"To dream of because become happiness "
Mellotron
Profile Blog Joined March 2010
United States329 Posts
September 09 2010 22:50 GMT
#305
As much as i would love to be able to actually have more than 1 immortal out before marauders attack move into my base and kill me game after game, i secretly want to set hackers lawns on fire as they sleep for completely ruining everything they touch year after year after year due to their inability to do anything correctly or use an actual skill.
Starcraft player since 1999
opticalza
Profile Joined May 2010
New Zealand188 Posts
September 10 2010 00:37 GMT
#306
Blizzard decided to remove my thread from the forums for some reason. Guess they don't want people knowing about these types of hacks?
SpiritAshura
Profile Joined March 2007
United States1271 Posts
September 10 2010 00:41 GMT
#307
On September 10 2010 09:37 opticalza wrote:
Blizzard decided to remove my thread from the forums for some reason. Guess they don't want people knowing about these types of hacks?

Yeah because blizzard forums are a mass of 12 year olds who will probably go download it if they see it, most aren't a bunch of diamond players who can win without hacks..
Lucius2
Profile Joined June 2010
Germany548 Posts
September 10 2010 00:49 GMT
#308
EMP research(Ghost Academy)


oh hi, why did they even change that?
Kutar_FOX
Profile Blog Joined May 2010
Korea (South)67 Posts
September 10 2010 01:28 GMT
#309
+ Show Spoiler +
Haha that miserable hacker still lose the game.
스타크래프트도 좀 적당히 하자.
zer0das
Profile Blog Joined May 2007
United States8519 Posts
September 10 2010 01:36 GMT
#310
So that's why they didn't nerf marauders! Kidding, kidding..

Pretty funny- you'd have to be a bit of a jerkbag to use this in a ladder game though. :/
Snowfield
Profile Blog Joined April 2010
1289 Posts
Last Edited: 2010-09-10 02:42:20
September 10 2010 02:41 GMT
#311
On September 08 2010 23:26 shawabawa wrote:
Show nested quote +
On September 08 2010 22:53 rewsky wrote:
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.


lol, 200 units are barely some byte, you have no idea what you are talking about.
peterius
Profile Joined May 2010
33 Posts
September 10 2010 04:36 GMT
#312
Well, at least there's no LAN. Think how serious the hacks would be then. ...

...
buhhy
Profile Joined October 2009
United States1113 Posts
September 10 2010 05:57 GMT
#313
On September 10 2010 13:36 peterius wrote:
Well, at least there's no LAN. Think how serious the hacks would be then. ...

...


Lol. If you're lanning with someone and they are hacking vs you, just go up to them and punch them. Even better.
zak
Profile Joined April 2010
Korea (South)1009 Posts
September 10 2010 06:16 GMT
#314
hahahhahahahahha that is awesome. but why not collossi? =P
You know how to gain a victory, but not use it - maharbal
ForgetMeNow
Profile Joined May 2010
United States30 Posts
September 10 2010 06:38 GMT
#315
if I knew how to do this, I would totally do it every game, just because it's hilarious. Oh man, if you could warp in every unit? 4gate mothership rush
ReadySteady
Profile Joined July 2010
Netherlands34 Posts
September 10 2010 09:19 GMT
#316
This is just sad to see how they use hacks. The people who are using these hacks are really stupid or having too much money in their wallet...
murwalrus
Profile Joined September 2010
11 Posts
September 10 2010 13:32 GMT
#317
On September 10 2010 18:19 ReadySteady wrote:
This is just sad to see how they use hacks. The people who are using these hacks are really stupid or having too much money in their wallet...


I see a lot of comments about hackers losing money doing this, but in reality most of the hacking, for example in WoW, is done with stolen accounts. Now that all your blizzard games can be tied to the same account they can just go have some hack-assisted sc2 games for the lulz after clearing WoW chars.

Pewt
Profile Joined June 2010
Canada201 Posts
September 10 2010 23:55 GMT
#318
On September 10 2010 11:41 Snowfield wrote:
Show nested quote +
On September 08 2010 23:26 shawabawa wrote:
On September 08 2010 22:53 rewsky wrote:
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.


lol, 200 units are barely some byte, you have no idea what you are talking about.
Yes and no.

If you are transferring the full information of units when they exit the fog (ie only storing the *existence* of units which the player can see) then you need to send a massive amount of information per unit and thus a large army would certainly lag it. If you are only transferring partial data (say, coordinates) you're right that it's relatively small (I'm guessing they use floats for position so say 8 bytes per unit, maybe 12 depending on how they handle height), but then you run into a number of problems:

1) You can still make a hack that is the equivalent of the "Units" tab, which is half the point of maphack anyways. Sure, you can't intercept their Mutalisks at every opportunity (or something similar), but you still are getting a massive amount of information about what they are doing. Even worse, this is much harder to notice in a replay, so you can think of the "better" but more obvious hacks as a means to catch cheaters, if you will.

2) This yields a lot of problems about how to calculate damage with splash. For example, let's say it's TvT and we have a setup that looks like this (m=marauder, |=cliff, v=viking, s=tank, -=ground):

mm|--------vs

The player with the tank and viking will see this:

-m|--------vs

Their tank shoots, and on their computer it damages one marauder (the other marauder's coordinates are unknown!) but on the other computer both marauders are damaged. As a result you basically have to run the entire game server-side (for this and similar issues), by which point you are once again transmitting massive amounts of data to handle large armies.

There's probably more stuff that isn't coming to mind as well.
artanis2
Profile Joined April 2010
United States732 Posts
September 11 2010 05:35 GMT
#319
The server doesn't need to know the current game state to prevent this hack. It does need to know the rules of the mod and do some basic validation on every command sent by the client. "use action 'warp in immortal' on selected warp gate" would fail that check.
Anxiety
Profile Blog Joined May 2010
United States650 Posts
September 11 2010 19:41 GMT
#320
I just got reported for this... cause i had alot of immortals... from 2 robos.

well he said he was reporting me, i told him to watch rep
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