Everything you need to know about cheaters.
I am a suspicious pessimist by nature. As a gamer, I have encountered and called out everything. Aimbots, maphacks, triggerbots, wallhacks, speedhacks, no recoil hacks, hacks that crash servers, hacks that change gameplay mechanics, nothing surprises me.
So before I begin, I want to show you what a real, non subtle, mobile game hacker looks like: [Removed - Admin.]
This is a game called South Park: Phone Destroyer. It was created by a small extension of UbiSoft called Redlynx. Redlynx had either no resources or no competency at programming as the game was made fully peer to peer, with servers only intervening for new content and match results.
This, of course has its own sort of lore spawning from developers figuring out too late that the average twelve year old knows how to work a memory hex, the ensuing cover ups, the devs taking hostile control of the reddit, and yeah, really suck game infested with children with cheats.
To the fellow thinking that legal proceedings would be brought up for this game overrun by hackers, unlikely, we couldn't even get Google Play to cut off their monetization due to misleading/damaged product.
Now here is something that, while it looks dumb and it is a problem of economy mechanic balance, it is not a hack: https://youtu.be/M6RH_mibuC8
I will admit that is a lot of harvesters he's losing and fighting back with a lot of mid cost units, and the sandstorm at the end could make you think he's generating way too much money, but this natural.
This game has standards in place.
I am fortunate to get the opportunity to banter with a few devs that understand me when I throw tech/programming infrastructure, so I got a pretty good lay of the C&C security grid.
Playing South Park is like playing Diablo 1 on open battle.net. Everybody running around with perfectly created hacked gear like a bunch of * screaming children. This is because player data is not controlled by the third party. Both players connect to each other, sync up, and then pass data back and forth. Larry might see Harry at 12 hp, hit him for 30, and the data packet going to Harry informing him of his rightful demise is refused, and instead Harry informs Larry he has 208 hp instead, and he has slapped him for 6969 damage. Ladies and gentleman, we have a hacker.
C&C Rivals is better than this because they made the wise choice of having mediary game servers which set the values and don't let you deviate them. You make a rhino, it does a set amount of damage, it moves as a set pace, it dies when it gets shot. Any attempt to edit these values and send them to the mediary server occurs in mismatch, and likely engagement of anticheat measures. They might be able to get away with it the first time, but usually not for long.
What hackers can do without advanced specialized anticheat detection available is read the game memory and figure out gamestates that might give them extra information. Seeing into the fog of war to perfectly counter your first unit, and having an onscreen timer so they know when your commander power is ready. They can also manipulate human input, creating macros or tap bots to auto block points.
So now that you know what is, and isn't a hacker, please report with evidence so people can help track it down.
It is very much related to what the person above posted.
Many people have an insufficient understanding of the game mechanics. They do not understand that in the time in which they build two harvesters, their opponent can build two attacking units to destroy their harvesters (if he does not build harvesters himself). Then they call this cheating, when in fact no cheating is taking place at all.
And no, you cannot cheat on the cooldown timer. There is zero proof that this has ever been done by anybody. If you claim that this is possible, then record a replay of such a battle and show it to us.
Claim of cheating without any proof (e.g. screenshot or recorded video) = Nonsense.