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GM / Master map hacker and general hacking and cheating th…

Forum Index > SC2 General
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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.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
May 30 2012 22:08 GMT
#681
On May 31 2012 06:58 rotegirte wrote:
Show nested quote +
On May 31 2012 06:50 lightpwnr wrote:
On May 31 2012 04:24 rotegirte wrote:
On May 31 2012 01:15 kmh wrote:
On May 30 2012 17:19 Mendelfist wrote:
Well, in that case it's even worse. Continuously sending the current game state (encrypted) over the net is no more viable than sending parts of it on demand. There are just too many units involved in SC2. The paper focuses a lot on solving the cryptographic problem of when to lift the fog of war, and goes to length to show how efficient their algorithm is, but it does not mention that it requires a completely different network architecture than SC2 currently uses, an architecture that is so inefficient that I don't think it would be possible to use. This blog discusses exactly this problem:

http://www.altdevblogaday.com/2011/07/09/synchronous-rts-engines-and-a-tale-of-desyncs/


Again, this is addressed in the paper. Please don't blame the paper for my misinterpretation of it - you really should read it. They do discuss why sending the entire gamestate isn't feasible for RTS and go into detail that I can't go into because of space restrictions and the fact that I haven't spent enough time on the subject yet.

Like I said, my understanding is that you cannot have a fully synchronized client, i.e. have both clients simulate all movements of all units, simply because by design you will not want both clients to have full knowledge of the gamestate. If both clients have that information available to them in an unencrypted form, you cannot avoid the possibility of maphacks. However, I don't see why you couldn't simulate the movements of all units in the visibility of both players in lockstep.

However, you *can* communicate encrypted updates to the opponent and then only send the encryption keys as needed. This is done by communicating a list of what grid cells are visible to you (visibility map) as well as what units you have in each grid cell. To speed up computation, you do this hierarchically by splitting the map recursively into quadrants. You then send the changes to your opponent. In other words, you communicate your unit list and your visibility map, but do so in an encrypted fashion. Your opponent does the same to you. To avoid leaking information about the amount of units or how much of the map is available to you, you add chaff (fake data) to keep the amount of data sent constant.

Because of the encryption method used, players can decrypt V_a ^ V_b - that is, the union of the visibility map for player A as well as the union for the visibility map of player B. You cannot learn anything about the areas that aren't visible to both.

By design, this makes for the complete absence of passive attacks: i.e. maphacks and production hacks etc. However, it does nothing to prevent active attacks, such as blink hacks, burrow micro hacks, autoinject, auto-anything, adding extra units to your army, hacked build times, hacked unit stats, et cetera. Unlike maphacks however, these kinds of hacks are pretty trivial to detect post facto. That could even be made into an automatic process: i.e. to check the legality of your opponents moves after the game by uploading a signed copy of your replay after the game as well as periodically sending signed hashes of chunks of your action list to the other players during the game. That way, detecting disrepancies can be made automatic and completely traceable.

I can't answer as to how much difference this makes in lagginess off hand. In the paper, they did some analysis and came up with figures as follows: players usually only do a maximum of 2 game-state changing actions per second. The rest are camera-changes that don't change the game-state and thus don't need to be communicated. Calculating all of the encryption creates some overhead, to the tune of less than 20 microseconds per opponent in the worst case. Basically this means that you have to send in the worst case 2 encrypted state changes per second, each a few hundred bytes long, and each taking a few ten microseconds to encrypt.

As for what implications that has for the implementations of the netcode, I'm not really sure. My understanding is that you cannot send the mere input list, but rather that you have to communicate the delta of your gamestate at each simulation tick. You do not have to communicate changes that haven't happened.

It's an interesting topic, and I really don't do the researchers justice. Please don't attack my interpretation of what I've read., because I'm pretty certain I must have gotten a few things wrong when trying to relay the gist of the paper here. Instead, read the paper at http://crypto.stanford.edu/~dabo/pubs/papers/onlinegames.pdf and let me know what you think about it - also feel free to contact the researches themselves with your feedback.


---

The paper also cites another paper called "Battle of Botcraft" (available at http://www.cs.wm.edu/~hnw/paper/hop.pdf ) that proposes a method of bot detection based on machine learning methods. This is something we could already start doing right now, without any changes to any network code. By categorizing replays into "hacks" and "not hacks", and detecting common features for the hacked replays we could make hack detection automatic.

For instance, looking at the dsninetail replay, action sequences such as:

15:55 DSNiNETAiL Deselect all
15:55 DSNiNETAiL Blink (Stalker); target: x=32.3,y=46.7
15:55 DSNiNETAiL Attack; target: x=37.9,y=54.9
---
15:56 DSNiNETAiL Deselect all
15:56 DSNiNETAiL Blink (Stalker); target: x=57.8,y=45.5
15:56 DSNiNETAiL Attack; target: x=48.6,y=46.3
---
15:56 DSNiNETAiL Deselect all
15:56 DSNiNETAiL Blink (Stalker); target: x=57.8,y=45.5
15:56 DSNiNETAiL Attack; target: x=48.6,y=46.3

crop up, the same way every time. The time stamp here fails to indicate that the above sequences happen within a single frame.

Squirtle's blink micro on the other hand generates action sequences as follows:

13:59 StarTale Select Stalker x3 (10830,10834,1083c), Immortal (205ec), Deselect 2 units
13:59 StarTale Blink (Stalker); target: x=95.5,y=159.7
14:05 StarTale Select Stalker (10674), Deselect all
14:05 StarTale Blink (Stalker); target: x=97.6,y=155.2
14:06 StarTale Select Stalker x3 (306d4,206e4,10834), Deselect all

Again, the timestamp here fails to indicate that the lag between the actions is much higher: to the tune of several hundred milliseconds.


Machine learning tools could find other indicators too. Comparing the hacked replay to a pro replay you find the following split in the hack replay:

+ Show Spoiler +
0:01 DSNiNETAiL Select Nexus (10298)
0:01 DSNiNETAiL Train Probe
0:01 DSNiNETAiL Select Probe x3 (102a0,102a8,102b0), Deselect all
0:01 DSNiNETAiL Right click; target: Mineral Field (101e0)
0:02 DSNiNETAiL Select Probe x3 (1029c,102a4,102ac), Deselect all
0:02 DSNiNETAiL Right click; target: Mineral Field (10144)
0:02 DSNiNETAiL Select Nexus (10298), Deselect all
0:02 DSNiNETAiL Right click; target: Mineral Field (101a4)
0:17 DSNiNETAiL Hotkey Assign 1
0:17 DSNiNETAiL Hotkey Assign 2
0:17 DSNiNETAiL Hotkey Assign 3
0:18 DSNiNETAiL Hotkey Assign 4
0:18 DSNiNETAiL Train Probe


Meanwhile, human players such as squirtle would have splits that generate actions as follows:

+ Show Spoiler +
0:01 StarTale Select Nexus (10250)
0:01 StarTale Train Probe
0:01 StarTale Select Probe x6 (10254,10258,1025c,10260,10264,10268), Deselect all
0:01 StarTale Right click; target: Mineral Field (10114)
0:01 StarTale Right click; target: Mineral Field (10114)
0:02 StarTale Deselect 6 units
0:02 StarTale Right click; target: Mineral Field (10170)
0:02 StarTale Select Nexus (10250), Deselect all
0:02 StarTale Right click; target: x=129.9,y=162.7
0:03 StarTale Right click; target: x=129.9,y=162.7
0:03 StarTale Right click; target: Mineral Field (100bc)
0:03 StarTale Right click; target: Mineral Field (100bc)
0:03 StarTale Right click; target: Mineral Field (100bc)
0:04 StarTale Hotkey Assign 4
0:04 StarTale Select Probe (10258), Deselect all
0:05 StarTale Hotkey Select 4
0:05 StarTale Select Mineral Field (100bc), Deselect all
0:06 StarTale Select Probe (10258), Deselect all
0:06 StarTale Hotkey Assign 1
0:07 StarTale Hotkey Select 4
0:07 StarTale Right click; target: Mineral Field (10118)
0:07 StarTale Hotkey Select 1
0:07 StarTale Hotkey Select 4
0:07 StarTale Hotkey Select 1
0:07 StarTale Hotkey Select 4
0:14 StarTale Hotkey Select 1
0:14 StarTale Hotkey Select 4
0:14 StarTale Hotkey Select 1
0:15 StarTale Hotkey Select 4
0:15 StarTale Hotkey Select 1
0:16 StarTale Select Probe (10264)
0:16 StarTale Hotkey Select 4
0:16 StarTale Select Probe x3 (10254,1025c,10268), Deselect all
0:16 StarTale Hotkey Select 4
0:17 StarTale Hotkey Select 1
0:17 StarTale Hotkey Select 4
0:17 StarTale Select Probe x2 (10258,10264), Deselect all
0:17 StarTale Hotkey Select 4
0:17 StarTale Select Probe x4 (10254,1025c,10260,10268), Deselect all
0:17 StarTale Hotkey Select 4
0:17 StarTale Hotkey Select 1
0:18 StarTale Hotkey Select 4
0:18 StarTale Train Probe


There are loads of potential indicators out there to mine data from, such as click speed/accuracy etc. By comparing these sorts of action sequences and finding indicators, we could get somewhere with automatic hack detection. All we would need are corpuses of "known hack" replays as well as "known good" replays to start training.


The underlying problem is that there is little expertise and incentive in the world of gaming to address such issues yet. If we do some digging, there is little crossapplication from relevant traditional fields. I doubt Blizzard has the budget to run extensive research on that. As D3's launch showed us, they already have their hands full to keep their infrastructure afloat, with the pending RMAH an even bigger issue on the horizon.


Are you aware DSninetails is playing on a new ID? His new ID i just discovered from one of his close personal friends is LGimbasftus an-ex friend of mine who is curently scamming a whole clan and claiming everyone who finds out he is scamming is a maphacker. Post it on the front page! LGimbasftus is a blink and maphakcer.


How is your post possibly addressed at me?


Just carrying out his fixation with LG I think, whatever post lies around works for him.
Soloturtle
Profile Joined February 2011
Canada333 Posts
May 30 2012 22:12 GMT
#682
On May 31 2012 06:50 lightpwnr wrote:
Show nested quote +
On May 31 2012 04:24 rotegirte wrote:
On May 31 2012 01:15 kmh wrote:
On May 30 2012 17:19 Mendelfist wrote:
Well, in that case it's even worse. Continuously sending the current game state (encrypted) over the net is no more viable than sending parts of it on demand. There are just too many units involved in SC2. The paper focuses a lot on solving the cryptographic problem of when to lift the fog of war, and goes to length to show how efficient their algorithm is, but it does not mention that it requires a completely different network architecture than SC2 currently uses, an architecture that is so inefficient that I don't think it would be possible to use. This blog discusses exactly this problem:

http://www.altdevblogaday.com/2011/07/09/synchronous-rts-engines-and-a-tale-of-desyncs/


Again, this is addressed in the paper. Please don't blame the paper for my misinterpretation of it - you really should read it. They do discuss why sending the entire gamestate isn't feasible for RTS and go into detail that I can't go into because of space restrictions and the fact that I haven't spent enough time on the subject yet.

Like I said, my understanding is that you cannot have a fully synchronized client, i.e. have both clients simulate all movements of all units, simply because by design you will not want both clients to have full knowledge of the gamestate. If both clients have that information available to them in an unencrypted form, you cannot avoid the possibility of maphacks. However, I don't see why you couldn't simulate the movements of all units in the visibility of both players in lockstep.

However, you *can* communicate encrypted updates to the opponent and then only send the encryption keys as needed. This is done by communicating a list of what grid cells are visible to you (visibility map) as well as what units you have in each grid cell. To speed up computation, you do this hierarchically by splitting the map recursively into quadrants. You then send the changes to your opponent. In other words, you communicate your unit list and your visibility map, but do so in an encrypted fashion. Your opponent does the same to you. To avoid leaking information about the amount of units or how much of the map is available to you, you add chaff (fake data) to keep the amount of data sent constant.

Because of the encryption method used, players can decrypt V_a ^ V_b - that is, the union of the visibility map for player A as well as the union for the visibility map of player B. You cannot learn anything about the areas that aren't visible to both.

By design, this makes for the complete absence of passive attacks: i.e. maphacks and production hacks etc. However, it does nothing to prevent active attacks, such as blink hacks, burrow micro hacks, autoinject, auto-anything, adding extra units to your army, hacked build times, hacked unit stats, et cetera. Unlike maphacks however, these kinds of hacks are pretty trivial to detect post facto. That could even be made into an automatic process: i.e. to check the legality of your opponents moves after the game by uploading a signed copy of your replay after the game as well as periodically sending signed hashes of chunks of your action list to the other players during the game. That way, detecting disrepancies can be made automatic and completely traceable.

I can't answer as to how much difference this makes in lagginess off hand. In the paper, they did some analysis and came up with figures as follows: players usually only do a maximum of 2 game-state changing actions per second. The rest are camera-changes that don't change the game-state and thus don't need to be communicated. Calculating all of the encryption creates some overhead, to the tune of less than 20 microseconds per opponent in the worst case. Basically this means that you have to send in the worst case 2 encrypted state changes per second, each a few hundred bytes long, and each taking a few ten microseconds to encrypt.

As for what implications that has for the implementations of the netcode, I'm not really sure. My understanding is that you cannot send the mere input list, but rather that you have to communicate the delta of your gamestate at each simulation tick. You do not have to communicate changes that haven't happened.

It's an interesting topic, and I really don't do the researchers justice. Please don't attack my interpretation of what I've read., because I'm pretty certain I must have gotten a few things wrong when trying to relay the gist of the paper here. Instead, read the paper at http://crypto.stanford.edu/~dabo/pubs/papers/onlinegames.pdf and let me know what you think about it - also feel free to contact the researches themselves with your feedback.


---

The paper also cites another paper called "Battle of Botcraft" (available at http://www.cs.wm.edu/~hnw/paper/hop.pdf ) that proposes a method of bot detection based on machine learning methods. This is something we could already start doing right now, without any changes to any network code. By categorizing replays into "hacks" and "not hacks", and detecting common features for the hacked replays we could make hack detection automatic.

For instance, looking at the dsninetail replay, action sequences such as:

15:55 DSNiNETAiL Deselect all
15:55 DSNiNETAiL Blink (Stalker); target: x=32.3,y=46.7
15:55 DSNiNETAiL Attack; target: x=37.9,y=54.9
---
15:56 DSNiNETAiL Deselect all
15:56 DSNiNETAiL Blink (Stalker); target: x=57.8,y=45.5
15:56 DSNiNETAiL Attack; target: x=48.6,y=46.3
---
15:56 DSNiNETAiL Deselect all
15:56 DSNiNETAiL Blink (Stalker); target: x=57.8,y=45.5
15:56 DSNiNETAiL Attack; target: x=48.6,y=46.3

crop up, the same way every time. The time stamp here fails to indicate that the above sequences happen within a single frame.

Squirtle's blink micro on the other hand generates action sequences as follows:

13:59 StarTale Select Stalker x3 (10830,10834,1083c), Immortal (205ec), Deselect 2 units
13:59 StarTale Blink (Stalker); target: x=95.5,y=159.7
14:05 StarTale Select Stalker (10674), Deselect all
14:05 StarTale Blink (Stalker); target: x=97.6,y=155.2
14:06 StarTale Select Stalker x3 (306d4,206e4,10834), Deselect all

Again, the timestamp here fails to indicate that the lag between the actions is much higher: to the tune of several hundred milliseconds.


Machine learning tools could find other indicators too. Comparing the hacked replay to a pro replay you find the following split in the hack replay:

+ Show Spoiler +
0:01 DSNiNETAiL Select Nexus (10298)
0:01 DSNiNETAiL Train Probe
0:01 DSNiNETAiL Select Probe x3 (102a0,102a8,102b0), Deselect all
0:01 DSNiNETAiL Right click; target: Mineral Field (101e0)
0:02 DSNiNETAiL Select Probe x3 (1029c,102a4,102ac), Deselect all
0:02 DSNiNETAiL Right click; target: Mineral Field (10144)
0:02 DSNiNETAiL Select Nexus (10298), Deselect all
0:02 DSNiNETAiL Right click; target: Mineral Field (101a4)
0:17 DSNiNETAiL Hotkey Assign 1
0:17 DSNiNETAiL Hotkey Assign 2
0:17 DSNiNETAiL Hotkey Assign 3
0:18 DSNiNETAiL Hotkey Assign 4
0:18 DSNiNETAiL Train Probe


Meanwhile, human players such as squirtle would have splits that generate actions as follows:

+ Show Spoiler +
0:01 StarTale Select Nexus (10250)
0:01 StarTale Train Probe
0:01 StarTale Select Probe x6 (10254,10258,1025c,10260,10264,10268), Deselect all
0:01 StarTale Right click; target: Mineral Field (10114)
0:01 StarTale Right click; target: Mineral Field (10114)
0:02 StarTale Deselect 6 units
0:02 StarTale Right click; target: Mineral Field (10170)
0:02 StarTale Select Nexus (10250), Deselect all
0:02 StarTale Right click; target: x=129.9,y=162.7
0:03 StarTale Right click; target: x=129.9,y=162.7
0:03 StarTale Right click; target: Mineral Field (100bc)
0:03 StarTale Right click; target: Mineral Field (100bc)
0:03 StarTale Right click; target: Mineral Field (100bc)
0:04 StarTale Hotkey Assign 4
0:04 StarTale Select Probe (10258), Deselect all
0:05 StarTale Hotkey Select 4
0:05 StarTale Select Mineral Field (100bc), Deselect all
0:06 StarTale Select Probe (10258), Deselect all
0:06 StarTale Hotkey Assign 1
0:07 StarTale Hotkey Select 4
0:07 StarTale Right click; target: Mineral Field (10118)
0:07 StarTale Hotkey Select 1
0:07 StarTale Hotkey Select 4
0:07 StarTale Hotkey Select 1
0:07 StarTale Hotkey Select 4
0:14 StarTale Hotkey Select 1
0:14 StarTale Hotkey Select 4
0:14 StarTale Hotkey Select 1
0:15 StarTale Hotkey Select 4
0:15 StarTale Hotkey Select 1
0:16 StarTale Select Probe (10264)
0:16 StarTale Hotkey Select 4
0:16 StarTale Select Probe x3 (10254,1025c,10268), Deselect all
0:16 StarTale Hotkey Select 4
0:17 StarTale Hotkey Select 1
0:17 StarTale Hotkey Select 4
0:17 StarTale Select Probe x2 (10258,10264), Deselect all
0:17 StarTale Hotkey Select 4
0:17 StarTale Select Probe x4 (10254,1025c,10260,10268), Deselect all
0:17 StarTale Hotkey Select 4
0:17 StarTale Hotkey Select 1
0:18 StarTale Hotkey Select 4
0:18 StarTale Train Probe


There are loads of potential indicators out there to mine data from, such as click speed/accuracy etc. By comparing these sorts of action sequences and finding indicators, we could get somewhere with automatic hack detection. All we would need are corpuses of "known hack" replays as well as "known good" replays to start training.


The underlying problem is that there is little expertise and incentive in the world of gaming to address such issues yet. If we do some digging, there is little crossapplication from relevant traditional fields. I doubt Blizzard has the budget to run extensive research on that. As D3's launch showed us, they already have their hands full to keep their infrastructure afloat, with the pending RMAH an even bigger issue on the horizon.


Are you aware DSninetails is playing on a new ID? His new ID i just discovered from one of his close personal friends is LGimbasftus an-ex friend of mine who is curently scamming a whole clan and claiming everyone who finds out he is scamming is a maphacker. Post it on the front page! LGimbasftus is a blink and maphakcer.


Coming from a blatant map hacker that got kicked off the team he runs, seems legit.
Imbasfuts is just a better player and you clearly don't know what's right from wrong. Learn to play for real.
Also to mention, imbasfuts is a zerg player, how can he blink hack again?
Cool
DooCE
Profile Joined November 2011
United States2 Posts
May 30 2012 22:20 GMT
#683
lightpwner is so full of it. First off he got caught maphacking so LGibmaASfuts kicked him off of LG. everything he says is an obvious lie. Not to mention. Imba streams every night. so how can you call him a hacker? Your just an angry little boy that needs to cheat......THATS A FACT
Push it
lalapo
Profile Joined December 2010
Hong Kong13 Posts
May 30 2012 22:22 GMT
#684
http://drop.sc/188910

Hacker is ReDz, I am Aconite.

Checked replay because I didn't know how someone with such bad mechanics could be in high masters (losing 3 workers to a probe harass, not building orbital, etc.) Found out he was map hacking.

5:54 - looks at my base through fog to confirm expansion
6:18 - looks at both watch towers at my units
6:31 - moves back with marines after confirming that he cannot do damage to my units, which he looks at through fow
6:43 - looks at fog at my units
7:04 - looks at fog at my units
7:37 - checks through fog at my buildings (without any prior scouting)
8:13 - watches my army over fog
8:26 - watches my army through fog again
][Primarch][
Profile Joined February 2012
Sweden302 Posts
May 30 2012 22:23 GMT
#685
Just take it easy with the accusations btw...was watching QuanticIllusion streaming yesterday on EU. He played vs a GM protoss, think his name was redfined who went for some 6 gate warp prism schenanigans. Anyway, Illusion holds and the toss is furious and calls Illusion out to be a maphacker, he ragequits and says that he will report Illusion for maphacking and also throws down some other BM craptalk during the game.

After the game I asked the toss if he was trolling but no he was actually mad. I told him that the guy he played was Illusion and that we've watched the game on stream, he thinks I'm lying and demands a link. I alt-tab out:

I give him the link and now he gets really mad and puts me on ignore.

Huge fan of Empire Kas, The Destroyer of Worlds, The Machine, The Second Terminator, The Supreme Robot!
Lavit2099
Profile Joined November 2011
United States390 Posts
May 30 2012 22:27 GMT
#686
On May 31 2012 07:23 ][Primarch][ wrote:
Just take it easy with the accusations btw...was watching QuanticIllusion streaming yesterday on EU. He played vs a GM protoss, think his name was redfined who went for some 6 gate warp prism schenanigans. Anyway, Illusion holds and the toss is furious and calls Illusion out to be a maphacker, he ragequits and says that he will report Illusion for maphacking and also throws down some other BM craptalk during the game.

After the game I asked the toss if he was trolling but no he was actually mad. I told him that the guy he played was Illusion and that we've watched the game on stream, he thinks I'm lying and demands a link. I alt-tab out:

I give him the link and now he gets really mad and puts me on ignore.




One report isn't enough for Blizz to ban anyone. It takes a number of reported cases before Blizzard will do anything about it. Illusion's fine, plus if he was streaming, it should be vod'd so it could be sent to Blizzard to repeal any sort of punishment.
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
Last Edited: 2012-05-30 22:37:54
May 30 2012 22:36 GMT
#687
On May 31 2012 07:20 DooCE wrote:
lightpwner is so full of it. First off he got caught maphacking so LGibmaASfuts kicked him off of LG. everything he says is an obvious lie. Not to mention. Imba streams every night. so how can you call him a hacker? Your just an angry little boy that needs to cheat......THATS A FACT


Love to see hacking buddies have a fallout and start slinging mud at each other in these types of threads LOL. Various LG members have been called out in this thread for leveling accounts and hacking/botting, so no surprise here.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
May 30 2012 22:43 GMT
#688
On May 31 2012 07:27 lavit2099 wrote:
Show nested quote +
On May 31 2012 07:23 ][Primarch][ wrote:
Just take it easy with the accusations btw...was watching QuanticIllusion streaming yesterday on EU. He played vs a GM protoss, think his name was redfined who went for some 6 gate warp prism schenanigans. Anyway, Illusion holds and the toss is furious and calls Illusion out to be a maphacker, he ragequits and says that he will report Illusion for maphacking and also throws down some other BM craptalk during the game.

After the game I asked the toss if he was trolling but no he was actually mad. I told him that the guy he played was Illusion and that we've watched the game on stream, he thinks I'm lying and demands a link. I alt-tab out:

I give him the link and now he gets really mad and puts me on ignore.




One report isn't enough for Blizz to ban anyone. It takes a number of reported cases before Blizzard will do anything about it. Illusion's fine, plus if he was streaming, it should be vod'd so it could be sent to Blizzard to repeal any sort of punishment.


Yeah but still it's kind of scary, I mean will some pro smurfs get banned just because they're not streaming? I remember wbc made a thread some months ago calling out a GM smurf, saying that his reflexes were too insanse for a human. It turned out later to be HuK, and wbc withdraw his accusations. Everytime you think someone is a little bit suspicious I don't think you should report them, unless it's several things or obvious things of course. But it will feel ridiculous if we start some witch hunt on small minor things in games, I mean does we need every pro to come forward with their smurf accounts or need to see them streaming or something to not witch hunt them? t_t
Flying, sOs, free, Light, Soulkey & ZerO
ZweiGaming
Profile Joined November 2010
Canada348 Posts
May 30 2012 22:44 GMT
#689
After looking threw the replays of LGlightpwner, i'll be adding him on the main topic with a youtube video going threw the details of the replay instead of posting the few replays (those will be directed to blizzard).
ZweiGaming
Profile Joined November 2010
Canada348 Posts
Last Edited: 2012-05-30 23:14:33
May 30 2012 22:51 GMT
#690
On May 31 2012 02:34 Astronomy74 wrote:
Even though this thread is about impa and is the only thread i can find without it being ended, here is a hacker i also bumped into on the ladder seeing since we all know impa is a hacker. His/Her name is Skrosnk Protoss player here is the link: http://drop.sc/188783


Sorry but i'll be keeping only people from top masters( close to GM) /GM or it would be infinitly too much work for me to go threw all of them. If the evidence is really obvious, please report to blizzard via their email system at hacks@blizzard and inside the game

Edit: my bad for the double post I forgot to edit last one instead of posting again

On May 31 2012 04:15 Tump wrote:
http://drop.sc/188817

Another hacker. Around 850 pts Master league.

PvP, Forge vs Forge

-Looks at my forge through fog of war
-Starts cannon rushing blindly under my base without scouting on Antiga
-Sends all his probes to attack my pylon in his base without scouting it
-Starts building cannons in his main in response to my cannons in his main without scouting it
-Has 20 apm at 850~ masters, and dies to 1 zealot killing all his probes while he's trying to 4 gate me

Pretty blatent. Gonna send in a report.


Too low as well sorry, but I encourage you to do the report


Are you aware DSninetails is playing on a new ID? His new ID i just discovered from one of his close personal friends is LGimbasftus an-ex friend of mine who is curently scamming a whole clan and claiming everyone who finds out he is scamming is a maphacker. Post it on the front page! LGimbasftus is a blink and maphakcer.


I do not take mad comments of confirmed hackers in consideration, sorry for the inconvenience it might cause you.

On May 31 2012 07:22 lalapo wrote:
http://drop.sc/188910

Hacker is ReDz, I am Aconite.

Checked replay because I didn't know how someone with such bad mechanics could be in high masters (losing 3 workers to a probe harass, not building orbital, etc.) Found out he was map hacking.

5:54 - looks at my base through fog to confirm expansion
6:18 - looks at both watch towers at my units
6:31 - moves back with marines after confirming that he cannot do damage to my units, which he looks at through fow
6:43 - looks at fog at my units
7:04 - looks at fog at my units
7:37 - checks through fog at my buildings (without any prior scouting)
8:13 - watches my army over fog
8:26 - watches my army through fog again


Too low for me to track replays of him, sorry Though, if he really does look threw fog all game long, it would be quite easy for you to make a good report of it to blizzard and get him banned.

On May 31 2012 07:23 ][Primarch][ wrote:
Just take it easy with the accusations btw...was watching QuanticIllusion streaming yesterday on EU. He played vs a GM protoss, think his name was redfined who went for some 6 gate warp prism schenanigans. Anyway, Illusion holds and the toss is furious and calls Illusion out to be a maphacker, he ragequits and says that he will report Illusion for maphacking and also throws down some other BM craptalk during the game.

After the game I asked the toss if he was trolling but no he was actually mad. I told him that the guy he played was Illusion and that we've watched the game on stream, he thinks I'm lying and demands a link. I alt-tab out:

I give him the link and now he gets really mad and puts me on ignore.



I'm working on only obvious hackers that are high ranked. And most of the time, based on multi-replays unless the one replay is obvious enough.
Lavit2099
Profile Joined November 2011
United States390 Posts
May 30 2012 22:53 GMT
#691
On May 31 2012 07:43 Gladiator333 wrote:
Show nested quote +
On May 31 2012 07:27 lavit2099 wrote:
On May 31 2012 07:23 ][Primarch][ wrote:
Just take it easy with the accusations btw...was watching QuanticIllusion streaming yesterday on EU. He played vs a GM protoss, think his name was redfined who went for some 6 gate warp prism schenanigans. Anyway, Illusion holds and the toss is furious and calls Illusion out to be a maphacker, he ragequits and says that he will report Illusion for maphacking and also throws down some other BM craptalk during the game.

After the game I asked the toss if he was trolling but no he was actually mad. I told him that the guy he played was Illusion and that we've watched the game on stream, he thinks I'm lying and demands a link. I alt-tab out:

I give him the link and now he gets really mad and puts me on ignore.




One report isn't enough for Blizz to ban anyone. It takes a number of reported cases before Blizzard will do anything about it. Illusion's fine, plus if he was streaming, it should be vod'd so it could be sent to Blizzard to repeal any sort of punishment.


Yeah but still it's kind of scary, I mean will some pro smurfs get banned just because they're not streaming? I remember wbc made a thread some months ago calling out a GM smurf, saying that his reflexes were too insanse for a human. It turned out later to be HuK, and wbc withdraw his accusations. Everytime you think someone is a little bit suspicious I don't think you should report them, unless it's several things or obvious things of course. But it will feel ridiculous if we start some witch hunt on small minor things in games, I mean does we need every pro to come forward with their smurf accounts or need to see them streaming or something to not witch hunt them? t_t


I'm all for pro's having unstreamed smurf accounts. You get to a point where you can't play real games due to your name. That being said, though, I'm more inclined to over-react than under-react. If something smells fishy after you've watched and rewatched the replay, sending it to others to watch the replay (we need a Replay Council to look at all of these so it's not just a single person saying yay or nay), and if that entire group of people that have seen the replay agree it's hacking, then report. Rushing to the forums and saying that X is hacking is stupid, but submitting a replay with a "is he hacking?" would work much better.

That's all assuming that Blizzard/TL would "listen" to a group like this. I'm sure Blizzard has their own internal review team, but imagine if TL had one, and if Blizzard would listen to the reports of TL as the largest English speaking community for SC2.
Specialist
Profile Blog Joined April 2007
United States803 Posts
May 30 2012 22:56 GMT
#692
this is really great, i think it can only help, but not hurt, to eliminate the hacker problems. ZweiGaming gj~
EGLzGaMeR
Profile Blog Joined February 2007
United States1867 Posts
May 30 2012 22:57 GMT
#693
I hate hackers so much.. and they are everywhere -_-
rhs408
Profile Joined January 2011
United States904 Posts
May 30 2012 22:58 GMT
#694
On May 31 2012 07:22 lalapo wrote:
http://drop.sc/188910

Hacker is ReDz, I am Aconite.

Checked replay because I didn't know how someone with such bad mechanics could be in high masters (losing 3 workers to a probe harass, not building orbital, etc.) Found out he was map hacking.

5:54 - looks at my base through fog to confirm expansion
6:18 - looks at both watch towers at my units
6:31 - moves back with marines after confirming that he cannot do damage to my units, which he looks at through fow
6:43 - looks at fog at my units
7:04 - looks at fog at my units
7:37 - checks through fog at my buildings (without any prior scouting)
8:13 - watches my army over fog
8:26 - watches my army through fog again

Wow I know this douche bag, he always in channel talking shit to everyone and then squeezes in a "LF 4's rt" in there after a while. I remember someone called him a map hacker and he said nothing to deny it, I guess this confirms. For the loooongest time he was diamond in all team leagues, then all of a sudden he was high masters in all of them hahaha what a loser
imCookies
Profile Blog Joined July 2011
United States82 Posts
May 30 2012 23:11 GMT
#695
On May 31 2012 07:57 EGLzGaMeR wrote:
I hate hackers so much.. and they are everywhere -_-

The general consensus agrees with you Lz, iNcontroL's call out on ITG should be scaring the hacker nerds and making them check their closets and under the beds. I really hope Blizzard finds a way to make bans more efficient to clean the ladder.
Milk n Cookies, the snack of pros.
Hummingb1rd
Profile Joined December 2010
United States97 Posts
Last Edited: 2012-05-30 23:24:13
May 30 2012 23:16 GMT
#696
Suspicious.........

http://drop.sc/188930
Hummingbird (Me) vs Fyrepower - R(T) v. Z
*Note that I am a random player, aka i rolled terran

Scan through replay, lack of scouting by him. He doesn't even scout the fact that I'm terran. He gets third base without knowing anything. Roaches when I get hellions. Never sees any of my base or anything I own until 14 minutes in. Which is my third. Counters all my pushes and knows the exact location where to engage my army, sometimes never even seeing it. Just look for signs throughout the whole replay. And lastly, ignore the fact I'm bad and didn't get combat shields the whole game.

Thanks!
~Hummingbird

EDIT: Clicked his name on drop.sc. Looks like iMpMagic dropped a replay of him 4 days ago. May be of use to you guys? http://drop.sc/186422 -I personally haven't looked at it so idk.
lightpwnr
Profile Joined March 2012
Israel15 Posts
May 30 2012 23:23 GMT
#697
if the community truly believes i am a hacker i will quit sc2 forever and will not sell my account so you can be sure that no one is playing on it. I do not maphack but I have never been insulted so much. I will go back to the horrible community of call of duty and back to going to compete in MLG's. If you think i am a maphacker good for you. Have fun knowing you ruined the fun i used to have on this game.
EZ
iamahydralisk
Profile Blog Joined May 2010
United States813 Posts
May 30 2012 23:25 GMT
#698
can't help but lol when maphackers try to play the sympathy card.
"well if youre looking for long term, go safe, if you expect it to end either way, go risky. wow. just like sc2" - friend of mine when I asked him which girl to pick
BcYen
Profile Joined March 2012
United States25 Posts
May 30 2012 23:33 GMT
#699
On May 31 2012 08:23 lightpwnr wrote:
if the community truly believes i am a hacker i will quit sc2 forever and will not sell my account so you can be sure that no one is playing on it. I do not maphack but I have never been insulted so much. I will go back to the horrible community of call of duty and back to going to compete in MLG's. If you think i am a maphacker good for you. Have fun knowing you ruined the fun i used to have on this game.

Goodbye then. If you want to stop hacking, and decide to do what lastshadow, (combatex might) did, and return on a smurf and not hack again, I'm sure the community would welcome you.
jerg imbuh
Dosey
Profile Joined September 2010
United States4505 Posts
May 31 2012 00:07 GMT
#700
On May 31 2012 08:23 lightpwnr wrote:
if the community truly believes i am a hacker i will quit sc2 forever and will not sell my account so you can be sure that no one is playing on it. I do not maphack but I have never been insulted so much. I will go back to the horrible community of call of duty and back to going to compete in MLG's. If you think i am a maphacker good for you. Have fun knowing you ruined the fun i used to have on this game.

From Call of Duty eh?

Well now it makes sense.
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