Re:How anti-cheats catch cheaters using memory heuristics
by smolder on Wednesday January 08, 2020 @01:57PM
(#21994555)
I've run into people with this attitude before - they are quick to accuse good players of cheating who seem (to them,) to have inhuman accuracy.
I've been accused of cheating many many times, despite never cheating. I was blacklisted from a community counterstrike server back in 2002 or so for "cheating" after a lucky couple games where I got a LOT of headshots with guns that aren't very good accuracy wise. I was playing with very good players, and even some of them thought I was running cheats.
My experience says people vastly underestimate how far a good lucky streak and adequate reaction time + aim can take someone. Plenty of friends have similar experiences of being accused of cheating when they play well.
It probably doesn't help that the asynchronous client-server model of fast paced FPS games introduces weird effects with respect to latency. (I.e. rewriting history to show some high-latency player killed you after you've already observed visual/audio effects for their own death.)
I've been accused of cheating many many times, despite never cheating. I was blacklisted from a community counterstrike server back in 2002 or so for "cheating" after a lucky couple games where I got a LOT of headshots with guns that aren't very good accuracy wise. I was playing with very good players, and even some of them thought I was running cheats.
My experience says people vastly underestimate how far a good lucky streak and adequate reaction time + aim can take someone. Plenty of friends have similar experiences of being accused of cheating when they play well.
It probably doesn't help that the asynchronous client-server model of fast paced FPS games introduces weird effects with respect to latency. (I.e. rewriting history to show some high-latency player killed you after you've already observed visual/audio effects for their own death.)