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@Pantleon Yes and no. Since the weapons are all projectile-based and have spray patterns. To have near perfect aim with them you need to learn them by playing a lot with them. It's not like with most Overwatch heroes where if your crosshair is on top the enemy and you click, it hits every time.
@stevencloser wrote:@Pantleon Yes and no. Since the weapons are all projectile-based and have spray patterns. To have near perfect aim with them you need to learn them by playing a lot with them. It's not like with most Overwatch heroes where if your crosshair is on top the enemy and you click, it hits every time.
You have to lead targets like you do in vehicle warfare games like War thunder and Battlefield.
- 7 years ago
Besides accuracy, we can detect based on gun movement:
1. Normal people usually aim for the body, aimbot usually aims for the head.
2. Normal people usually overshoot then need to adjust slowly, while aimbot directly points quickly to an exact target (head) without any adjustment.
3. Normal people don't shoot rock/wall when enemy obviously hide, armature player using aimbot tend to expose themselves this way.
Dev can write a little code to detect this and apply it for new players, it's a not big deal.
aimbot is like a thief and police, it's there since the beginning of shooter game, dev knows this inside out already, they can easily put the software to detect this if they want to.
I know the backfire of this, those cheaters will cry hard and bad mouth the game, but we have to do this for the health of the game community.
The bad guy will find a way, the good guy will fight back, it's a battle that will last forever.
- 7 years ago
Wallhack (ability to see enemy position behind obstacle):
The game client (PC,PS4,Xbox) share player position to server and server broadcast to local client to display their position/action in the local client screen.
For the wallhack to work, the hacker software must be able to get access to enemy position and highlighted as if they're a friend but with a different color (red for example). This way they can know exactly where the enemy is, their movement, their action, behind object etc.
How to do that in code? If you know object-oriented, every object has properties, they simply change "highlight=true, color=red", just like when bloodhound enable ultimate, just 2 lines of code!
If they can see why when being observed, we can't see they're doing it? The hacker must go to the next level for this, they hide their hack under view. Smart huh?
How they can hack so deep? They must be a smart game developer (just like a smart thief) but with a bad mindset, get access to source code and modify accordingly.
How to prevent it?
1. Client self checks themselves to make sure it has not been compromised (modified).
Any code modification will trigger an alarm to the server and stop the client from accessing the server.
Similar to how we verify the file transfer has not been comprised.
This will block hacker to play the game in the first place.
2. A simpler way is the client report those 2 properties to the server to make sure the value "highlight=false color=null". If this value is not correct, a red flag is triggered.
3. The most secured but most expensive way is to host client over the cloud. The user never downloads the game and get access to the code. The user just remote desktop to cloud client and play from there so we totally in control of the client environment. This way they can't access and hack the software.
To be a good cop, you need to able to read thief mindset, and always one step ahead of them.
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