GM / Master map hacker and general hacking and cheating th…
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You have to provide some kind of evidence/proof (screenshots/replays etc.) if you are going to accuse somebody. Additionally, a supporting comment of what people should be looking for and when will be necessary if you are posting replays/evidence. | ||
KazmA
United States117 Posts
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ZweiGaming
Canada348 Posts
On May 30 2012 03:23 KazmA wrote: These maphackers are fucking terrible. If they want to mess around on ladder so they can have their shiny GM badge then just let them have their fun and don't give them attention. They're not gonna go anywhere or further themselves in the community anyway. Or we can just work to get them banned and possibly rage quit out of the game? | ||
Caliber
United States598 Posts
On May 30 2012 02:56 NiNETAiL wrote: as i've said i feel really offended by this , beacuse i can prove that im not a maphacker , and he didn't even post a single replay of me playing with a "maphack" .... so i kind of feel bad. care to explain this? http://drop.sc/188346 | ||
ZweiGaming
Canada348 Posts
After looking at this replay, I am 100% convinced that he hacks. I'd be worried if I were you ninetail lol. Apart from 0 scouting, 100% copying the oponent strat, the 10:15 timing where you send your phoenix on his threw fog of war is pretty obvious. Thanks for this replay caliber | ||
las91
United States5080 Posts
It is very subtle but after watching the replay it's interesting to see such incredible "starsense" as responding to a 2 stargate phoenix play within several seconds of Rocker placing his stargates as well as going to the "correct" watchtower instead of the one closer to your base with your phoenixes. Albeit not blatantly obvious it is suspicious. | ||
hypercube
Hungary2735 Posts
On May 29 2012 07:22 rotegirte wrote: Out of curiosity, the general consensus I have gotten on the web is that Blizzard isn't particularly sophisticated at shielding their game. Technically speaking, is there even a theoretical way to mitigate the compromise of an online multiplayer RTS? I mean, could they have designed it any (significant) way better on code level? I ask this, because it would be pretty much an eternal problem for every future RTS for any company There's no technical barrier to catching hackers. The key is to stop focusing on how hacks work and start focusing on how they change the hacker's play. Look for things like perfect blink micro (especially for an otherwise mechanically weak player). Try to catch people who "guess" right way more often than they should. Validate these methods by paying some high level players to watch replays that were flagged automatically. Build up a database of players whose reports are reliable. | ||
ZweiGaming
Canada348 Posts
On May 30 2012 03:51 las91 wrote: It is very subtle but after watching the replay it's interesting to see such incredible "starsense" as responding to a 2 stargate phoenix play within several seconds of Rocker placing his stargates as well as going to the "correct" watchtower instead of the one closer to your base with your phoenixes. Albeit not blatantly obvious it is suspicious. Not blatant? has to be a joke... who goes fast expo in pvp and doesn't even scout the opponent base in a 15 min mark game (GM players that is)? As previously said, the 10:15 timing is obvious hacks as well. | ||
Northern_iight
Canada363 Posts
jsut watched it. I would put my money that ninetails MHs. The first phoenix engagement... very suspicious. Taking your third without even scouting his. Direct hard counter to rocker's build, grabbing phoenix range first. Ninetails also never moves his army in front of his base, not even to select them except when rocker moves towards his third in metropolis (which ofcourse he doesn't have any watch towers or observers to spot it), he then moves his entire army to his third. sad par is.... ninetails still lost | ||
TechNoTrance
Canada1007 Posts
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Furlqt
United States23 Posts
On May 30 2012 03:51 ZweiGaming wrote: After looking at this replay, I am 100% convinced that he hacks. I'd be worried if I were you ninetail lol. Apart from 0 scouting, 100% copying the oponent strat, the 10:15 timing where you send your phoenix on his threw fog of war is pretty obvious. Thanks for this replay caliber There's also a blink on the 15 hp stalker without any corresponding selection at 15:56. | ||
TT1
Canada9984 Posts
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iaretehnoob
Sweden741 Posts
On May 29 2012 23:52 thebig1 wrote: Running a replay on 8x doesn't have anything to do with things... In order to run the game at 8x you either need to run the game logic at 480fps (60*8) and then drop frames... Sure there are tricks you can use to help with this, but it's still not going to be great. So yeah, if people can only manage 70fps running the game normally, they are only going to get like 9 at 8x speed. You don't need to dispose a unit every time it leaves the fog of war. You would try to keep as much in memory as you could... Y could just ou do something like get the server to stop sending info and send a hide bit, then the units can be completely kept in memory and not updated on the map. That gives you the same result of it being compeltely stateless. Both ways you could get total count of units, and their last position. If you were really worried about memory in team games you could send death messages globally to tell clients when to dispose units when they died. However, on modern computers that shouldn't really be an issue. Most of the memory is taken up by things like assets anyways. I am in a rush to type this post (like always, life too busy), but programming in games (and other projects tbh) is all about taking shortcuts. You very rarely do it the "correct" way, such as trying to make your stateless game. The correct way is too slow. You get something that works nearly as well, but is way faster and use that instead. Content: OpenConflict: Preventing Real Time Map Hacks in Online Games So preventing maphacks is possible even in P2P games, without moving the simulation to a 3rd party. | ||
Sergio1992
Italy522 Posts
On May 30 2012 03:56 Northern_iight wrote: jsut watched it. I would put my money that ninetails MHs. The first phoenix engagement... very suspicious. Taking your third without even scouting his. Direct hard counter to rocker's build, grabbing phoenix range first. Ninetails also never moves his army in front of his base, not even to select them except when rocker moves towards his third in metropolis (which ofcourse he doesn't have any watch towers or observers to spot it), he then moves his entire army to his third. sad par is.... ninetails still lost ninetails got crazy spider sense. You are a bad boy not trusting his supreme game - sense, he is soon to be a korean, the new flash, predicting enemy moves without scouting them, also copying step by step the opponent's build without even knowing who he is... At the end you see that people who maphacks are not even enough good to be able to win always. | ||
Gheed
United States972 Posts
Well this thread got interesting, lol. | ||
bLo0d
58 Posts
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frontline-
Bulgaria281 Posts
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KeeN
Canada82 Posts
100% maphack, owned good job brining more attention upon yourself, now your even more recognized as a maphacker ninetails | ||
Vralaren
Sweden130 Posts
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stevarius
United States1394 Posts
The blink hacking got you caught. Zero selection at all when the stalkers were blinking and I even slowed down the replay to ensure you weren't clicking back to the control group really fast. The positioning of your army without scouting when he pushed out just beats the dead horse. | ||
Mendelfist
Sweden356 Posts
On May 30 2012 04:04 iaretehnoob wrote: Content: OpenConflict: Preventing Real Time Map Hacks in Online Games So preventing maphacks is possible even in P2P games, without moving the simulation to a 3rd party. My understanding of that is that it requires parts of the gamestate to be sent over the net, and the suggested protocol solves the problem of what to send without revealing something the other client shouldn't know. I don't think it's possible to implement with any reasonable effort though. The first reason is the network bottleneck. Imagine a scan going off. Suddenly all units within that area should be sent within one game tick to the other client. The second reason is that it would be extremely hard to keep the game states in sync. This is already very hard as it is, even when feeding all clients exactly the same input. Now the game engines would get information on a "need to know basis", ie no client runs a full simulation of the complete game. I think it would be a mess to try to implement. | ||
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