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There's 2 kind of aimbots. Pro active and retroactive.
The proactive hacks hijacks the player's inputs and adjust before shots are fired (usually after the first shot while aiming down sights)
The retroactive ones alter the packets that the player's game client makes after shots were fired, giving the appearance of player hitting people they're not even tracking well.
- 5 years ago
@WingmannedbroVery informative, thank you! In that case, I have seen plenty of proactive hacks, but this is the first time I have seen a retroactive one first hand. Any idea what the advantage is? Are they perhaps harder to detect via automated processes?
- 5 years ago
@OmniDetta wrote:@WingmannedbroVery informative, thank you! In that case, I have seen plenty of proactive hacks, but this is the first time I have seen a retroactive one first hand. Any idea what the advantage is? Are they perhaps harder to detect via automated processes?
Good question, I wouldn't know actually. If i had to guess i'd say that retroactives are easier to detect since the anti cheat team can literally see a misalignment between what the player's client says and the packets the servers receive.
Proactives are probably more popular since there's less incriminating data.
Then again i'm going on conjecture here so i may be totally mistaken.
- 5 years ago
@Wingmannedbro I suppose it would depend on what the anti-cheat system is looking for. Yes, there might be a mismatch of data (if they are comparing the two), but the trade off is you're not making any inhuman movements (180 deg turns) in a frame.
But perhaps we are giving the detection system too much credit - if it's checking for suspicious behaviour in real-time, it should be able to pick up on (and punish) 1000% movement speed and rapid fire heals instantly no? Furthermore, while there is no way of knowing how long the player featured in my video had been cheating for, I suspect that this wasn't his first time, and based on his weapon skin, the account has been active for a long time, and he played enough to max out his season 2 battlepass @ lvl 110 (which we know was a bit of a grind!).
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