Unfortunately Relic, as far as I know, does not have anything even remotely similar to this. Warden is extremely powerful and still has trouble properly detecting some hacks. If I didn't trust Blizzard I'd be worried because the level of access they have via Warden is quite high. Luckily Blizzard has Warden which is able to audit code as it is being run on your machine as well as peer into what you're running in memory/on your computer while you're playing a Blizzard game. Blizzard has had problems with similar client-side only attacks like this in the past and is constantly combating them in SC 2. The bad news about the second method is that it would not be detectable via screenshotter, streaming, and probably not in the replay since it doesn't alter the game simulation in any manner. But maybe it is available out there for money, who knows. If something like this exists it's likely a custom hobbyist style job. A tool such as this would not be trivial to create, and there's no money in hacking CoH 2. I'm not convinced that something of this magnitude is widely available for CoH 2. This could then be displayed on a second monitor for example. Theoretically you can have a program read the memory associated with the current CoH 2 game simulation and then extrapolate that data into some 3rd party/custom GUI. it is also possible (I don't know if this exists for coh2) to map hack without directly interacting with the game client itself. This should be easily detectable by parsing through the replay. Your computer always knows the location of every enemy unit, they're just covered by the fog. The easiest but most detectable method would be some 3rd party program that injects itself into the game and turns off the fog of war for you. Imagine I spawned a KT at the start of the game, we'd get a sync error because your computer realizes there's no precedent on its end for me having said KT, therefore we sync out. If either client has reason to think the other client is no longer trustworthy, a sync error will happen. Since the implementation of battle servers I assume each game is also simulated on the battle server with that being the anchor of trust between each client. ![]() Then each computer exchanges all information, decides whether or not they're in agreement and then move on. In an RTS each computer performs every calculation client-side. Let's assume a 1v1 situation for ease of explanation, everything scales with number of players. I'll try to keep this short but sweet, some things will be simplified for easier comprehension: Dead bodies (not crawling) or invisble entities which remain on map giving vision (till more bodies die and replace them) or bugs with certain abilities or units with the tactical map (IR HT). Theres also other issues as there are some bugs on the game. I can expect this from a top100 who has good micro, but not from someone who has problems microing infantry on the first 5 mins of the game. Sounds and things breaking up reveals the position of all vehicles. The problem is, if you pay attention, you can really know what's happening through the FoW. Anyway i suggest just giving the replay and not name and shaming here since it will make any further discussion be met with a lock thread. After asking here, another top couple had similar issues with them. ![]() We face them a couple of times, they weren't good but they had some "good" predictions. I'm only 99% sure of a duo using maphacks cause they didn't bother on hiding it anymore (blowing mines and demos on weird positions just for them to confirm it). i hope they are able to do that again soon. Some time ago relic caught some chaeters and reset theire game stats. I now catch myself to get suspicious over many games where my opponent predicts my moves and I tend to jump to the conlusion that i was cheated while he may just had a good game sense or got lucky. Now 3 out of 200 is not that bad and at least 2 of these games where really good and intense ones, but the problem is those three where just the obvious ones with players that cared as little as possible about beeing cought. a google search tuned up this players name not only on the relic forum where he was accused of cheating but also on the board of a site where you could download a map hack. The most obvious one: in a 1v1 my opponent used the mortar precision strike repeatedly on my mg positions in the fog of war wich after checking the replay he could not possibly have known. Out of the last 200 games i played i had 3 games where i could say with 99% certenty that my opponent used a map hack. There seems to be some working hack software for coh2 and it surprises me that it does not get more attention on this board.
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