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Aim Bot Alive And Well?


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#61 ShadowSpirit

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Posted 14 January 2015 - 04:25 AM

View PostGhogiel, on 14 January 2015 - 03:05 AM, said:

I love all these hax threads and no one records it happening. Also the bit about reticule snapping in 3rd person just informs me the op doesn't even know how the game works.


Why do you have to derail the conversation? This was not simple snapping as the reticle moved close ... it was lock, instant snap to red square regardless of current reticle position, shoot. You are saying that is normal?

As for video evidence .. sorry, I'm not one of those "GGclose" guys. I don't run record loops. :P

Edited by ShadowSpirit, 14 January 2015 - 04:27 AM.


#62 Ghogiel

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Posted 14 January 2015 - 04:37 AM

View PostMcgral18, on 14 January 2015 - 03:57 AM, said:

What you posted was clearly a known issue; did you have actual proof of a hack?

Otherwise it's just sprouting nonsense.

He doesn't have proof.

He doesn't know what he is talking about.

Anything that adds ping jitter or is packet limiting will just moonwalk or teleport everything on the screen> your local simulation is not accurate and no hitreg works in this state, usually other players can dmg you though. The servers simulation overrides you every time. So I doubt any claims of lag switch in this game will be effective at all.

Netlimiting in all practical use in MWO is at best just going to help stablize a persons connection to the server, ie get some parity with other players not suffering crappy connection to canada.

afk bots are usless as they get banned before they can reap significant cbills these days(they changed the economy in responce to kevin anchor and his afk bot script so anyone doing it gets **** all cbills, which is why we rarely see them)

Macros are legit. PGI has stated explictly they don't have rules against them.


View PostShadowSpirit, on 14 January 2015 - 04:25 AM, said:


Why do you have to derail the conversation? This was not simple snapping as the reticle moved close ... it was lock, instant snap to red square regardless of current reticle position, shoot. You are saying that is normal?

As for video evidence .. sorry, I'm not one of those "GGclose" guys. I don't run record loops. :P


I didn't derail the conversation. I commented directly to the OP and on topic.

A what would be a blatant 3rd person aimbot no one else has witnessed besides you.. sounds legit.

Anyway, what I am saying is your claims are nonsense. Next time get proof rather than outlandish claims and excuses.

Edited by Ghogiel, 14 January 2015 - 04:47 AM.


#63 MarineTech

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Posted 14 January 2015 - 06:10 AM

Sticky dots are OP!!! PGI NERF THEM NAOW!!!!!!

#64 Blacksoul1987

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Posted 14 January 2015 - 06:14 AM

View PostShadowSpirit, on 14 January 2015 - 04:25 AM, said:



Why do you have to derail the conversation? This was not simple snapping as the reticle moved close ... it was lock, instant snap to red square regardless of current reticle position, shoot. You are saying that is normal?

As for video evidence .. sorry, I'm not one of those "GGclose" guys. I don't run record loops. :P


I've been called an aimbotter quite a few times. I use a mousepad that is 16" across and mouse DPI setting of 450 and ingame sensitivity of about .3, Using large arm movements I can quickly snap to a location as soon as I see it and with the low sensitivity I can track really well. I can some what often rip the leg off a light mech flying through the air using my lasers. And there are players out there that are much better shot than I am.

#65 Banditman

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Posted 14 January 2015 - 06:23 AM

View PostShadowSpirit, on 14 January 2015 - 04:25 AM, said:

As for video evidence .. sorry, I'm not one of those "GGclose" guys. I don't run record loops. :P


I would think and hope that with the number of nVidia users out there that someone would have caught something like this on ShadowPlay pretty quickly. I know that if I saw something like this, I'd absolutely key a ShadowPlay dump immediately and let PGI make the call.

It has nothing to do with wanting to show everyone how "l33t" you are or whatever, it has everything to do with accountability. Get nVidia, install ShadowPlay and then ignore it . . . until you see something fishy. Then, you key the dump and you get your last 20 minutes of video.

Edited by Banditman, 14 January 2015 - 06:26 AM.


#66 Blacksoul1987

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Posted 14 January 2015 - 06:40 AM

View Postsneeking, on 14 January 2015 - 06:22 AM, said:

Is that a wacom tablet blacksoul ?

I have one of those its the pen and touch I used to use it for meddle of honer and ghost recon but I dont like it for mechs.

na its just a gaming mouse pad I just bought the largest one that I could fit on my desk without hanging my keyboard off the side I have zero space on my desk.

#67 LowSubmarino

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Posted 14 January 2015 - 06:45 AM

Weird. In 3pv the reticule jumps all over the place as soon as you get closer to walls or any kind of obstacle that briefly jumps into your vision. Its not even remotely as precise as 1pv. At least that was my experience.

The shots I can land with 1pv would be impossible with 3pv. 3pv sux. Badly.

#68 Coolant

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Posted 14 January 2015 - 07:29 AM

never, ever, ever, ever seen anyone that is a perfect shot in MWO. Sure, good players, but no one I thought was cheating.

#69 mogs01gt

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Posted 14 January 2015 - 09:03 AM

LMAO @using macros!!! Such failure!

#70 Sarlic

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Posted 14 January 2015 - 10:18 AM

View Postmogs01gt, on 14 January 2015 - 09:03 AM, said:

LMAO @using macros!!! Such failure!

Never understood that as well. I mean really?

#71 Mad Porthos

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Posted 14 January 2015 - 10:19 AM

About 3pv and the jerky snapping and jumping effect, which is OFTEN being confused when spectated for an aimbot ( though a bad one). This is actually the behaviour of this games' built in weapon convergence system. Basically, when ever people in a normal first person shooter have a gun and an aim point reticule, it is usually instant convergence on the point you are aiming at for your shot to hit. Even if the game had you shooting from the hip, or firing gangsta style with the gun held sideways, most are drawing only one trajectory from your players gun tip to where your aim reticle is on top of the target. Further more, in most games, this is instant the firing and the hitting.

Mechwarrior Online, as a more complex quasi simulator is checking hit detection from many weapons at once, with originating points all over your mechs body, some on the left arm, some on the right arm 20 feet off set, some on the head near the center view of the cockpit, others on the torsos, lower below your view, off set to the left or right. If you fired at the far far horizon and somehow could see where all these weapons hit, when nothing is actually under your mechs targeting reticule, you would find that none of these shots would hit the dead center of the screen/reticule because they do not converge.

You can sort of imagine this like some robotic version of an old west gunfighter drawing his sixguns from left and right holster and just firing at a wall completely with out a target. Likely there would be two holes in the wall spaced exactly as far apart as the guns in the robots left and right hand are apart. This isnt aiming and it would be very hard to hit this way at all, firing from the hip, hoping to catch an opponent with the left hand or right hand shot. What actually has to happen is that to make both shots hit an actual target, they each have to angle inward a little, so that at the distance of the wall, the trajectory of the shots hit the same place, exactly under the reticule.

Notice how next to the reticule there is a number in meters. This is how far it is to the target exactly in the center of your reticule and this number is essential for your mech to accurately aim its arm mounted weapons inwards and perhaps down or up, so that they converge... both/all hit the same spot. If the number is weird/wrong, you probably are not pointing the right reticule on the target, or not keeping it consistently enough on the target that when you press fire it is actually angling correctly. When your reticule DOES actually happen to be on a target close enough/correctly, then the mechs arms will "instantly" snap/converge to give that angle so that your left arm lasers and your right arm lasers both angle inward to hit the same spot at 300 meters. This convergence even seems to happen for torso mounted weapons like lasers, ballistics, missiles where they angle slightly inward to hit that spot under the center reticule, if it is actually reading the right range to target when fired.

Where much of the problem comes in is on issues of convergence, which lead to what many believe are actually problems in hit registration, but are not. Many players will lead their targets with arm mounted, more responsive weaponry, hoping that by firing ahead of target, the travel time of ballistics, or some lag will be compensated for. Often, because their opponents are fast movers as well, that are sweving, weaving and dodging, at some points they actually end up under the aim reticule, while other moments the reticule will actually be reading a hillside, structure or rock hundreds of meters further away - instead of a circling mech 42 meters away. This means that both torso weapons on the mech, and the arm weapons on the mech will be angling their weapons to center on something 300 meters away AND in two different locations, rather than 42 meters away and nearly but not quite under your arm or torso reticule.

I have watched bad hit reg videos, "borked spider hit box qq threads", and most recently some hacker accusation, deliberate lagswitch accusation videos along these lines and each time seen convergence issues instead, because I know what to look for. This snapping is that instance of convergence as one fires and drags the reticule correctly onto the mech, getting the correct range to target and therefore an accurate trajectory/raytrace.

Very often when people are seeing bad hit reg when firing on a nearby shutdown or slow moving light, its because rhe light mech is fluctuating speeds a little and the person shooting at them is firing with arm monted and torso weapons... they are trying instinctively to "lead" a little with their arm mount reticule so it is off target and reading the back ground range (hill, building in distance) for those weapons to converge on, meaning the arm weapons may fire right past the target kinda like that robotic gunslinger firing from the hip example earlier. The torso mounted weapons may be much more accurate, firing to the center of the torso reticule, but even they may be converging to hit something at 300 meters, so the lasers, ballistic or missile trajectory is wide spread, perhaps many meters apart, bracketing your target - only gradually angling inwards so they could hit a target that would be under the center reticule at 300 meters. A few glance and the brilliant ray traces of lasers all show, maybe even the explosion of a ballistic impacting the ground because you were angling downwards to hit a light - but no kill. All because of convergence issues and how laser hit scan weapon burns can seem to show solid laser burns on targets when actally they only glance onto or off of the target.

Edited by Mad Porthos, 14 January 2015 - 10:36 AM.


#72 ollo

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Posted 14 January 2015 - 10:45 AM

Here I made a professional illustration of what happens in 3PV:

Posted Image

As you are not seeing exactly through the 'eyes' of the mech, as soon as an obstacle comes in the way, or moves out, you will see the reticule jump up/down/sideways, as it's moving instantly relative to your viewpoint. From 1PV, there is no change of the position if you're not moving the mouse.

If my illustration doesn't make it any clearer, that might be because I'm boozed.
...or it might be because you're boozed, I don't know.

#73 lsp

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Posted 14 January 2015 - 10:58 AM

There's always been aimbot for this game, It's been around since closed beta.

#74 Mudhutwarrior

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Posted 14 January 2015 - 12:04 PM

Other than the outright imbecile deniers I have yet for anyone to tell me how a locust armed with only srms can do 1500 damage.
I wasn't recording and did not get a screenshot but I gave up on proof for the sake of proof a long time ago. Others in chat caught it so I wasn't alone.

If its possible to load out a locust to do that SRM only let me know. I went into smurfy and could not get those numbers.

Of course I know with hit reg as bad as it is My gauss shots probably didn't register past I got reticule lit and spray off the target from the shots. That's not the issue though. Its the amount of damage from the load out.
A good pilot with energy I see no problem but this was a missile only locust.

#75 pwnface

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Posted 14 January 2015 - 12:24 PM

Theoretically, like this..

http://mwo.smurfy-ne...45c010bc2a4093b

600 SRMs = 1290 damage if you land 100% of your missiles.

One well placed arty / airstrike could easily get you the remaining 210 damage required to hit 1500 damage.

I still don't quite believe your story of a pure SRM locust doing 1500 damage though. Even with ammo explosions adding to your damage, it is quite a stretch and a single SRM2 launcher isn't exactly very high DPS.

#76 Mcgral18

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Posted 14 January 2015 - 12:37 PM

View PostMudhutwarrior, on 14 January 2015 - 12:04 PM, said:

Other than the outright imbecile deniers I have yet for anyone to tell me how a locust armed with only srms can do 1500 damage.
I wasn't recording and did not get a screenshot but I gave up on proof for the sake of proof a long time ago. Others in chat caught it so I wasn't alone.


Use the F12/PrintScreen button FFS!


You've never given proof, but have always asked people to believe outrageous stories. It doesn't work that way.

#77 Kensaisama

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Posted 14 January 2015 - 12:42 PM

I use a manual aimbot :ph34r:

#78 Mudhutwarrior

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Posted 14 January 2015 - 01:05 PM

View Postpwnface, on 14 January 2015 - 12:24 PM, said:

Theoretically, like this..

http://mwo.smurfy-ne...45c010bc2a4093b

600 SRMs = 1290 damage if you land 100% of your missiles.

One well placed arty / airstrike could easily get you the remaining 210 damage required to hit 1500 damage.

I still don't quite believe your story of a pure SRM locust doing 1500 damage though. Even with ammo explosions adding to your damage, it is quite a stretch and a single SRM2 launcher isn't exactly very high DPS.


Thanks, I have seen a few insanely good lite pilots and this could have been one. Between the crap hit reg and that score It had me puzzled. His maneuvering was top notch though so chances are it was just a hot pilot.

#79 Crockdaddy

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Posted 14 January 2015 - 01:11 PM

For the love of god. Not another aimbot post. Almost my entire team has been accused of this at one time or another. It is as far as I can tell total BS.

Next, if you are in 3rd Person ... the reticule jumps around ... not much you can do about it.

View PostMudhutwarrior, on 14 January 2015 - 12:04 PM, said:

Other than the outright imbecile deniers I have yet for anyone to tell me how a locust armed with only srms can do 1500 damage.
I wasn't recording and did not get a screenshot but I gave up on proof for the sake of proof a long time ago. Others in chat caught it so I wasn't alone.

If its possible to load out a locust to do that SRM only let me know. I went into smurfy and could not get those numbers.

Of course I know with hit reg as bad as it is My gauss shots probably didn't register past I got reticule lit and spray off the target from the shots. That's not the issue though. Its the amount of damage from the load out.
A good pilot with energy I see no problem but this was a missile only locust.



Yeah because the majority of us ask you for proof and generally disagree with you because our experience is utterly different from the make believe world you talk of ... we are imbeciles. Why do you run OBS ... find the proof. I am sure any little lag shot will totally give you what you are looking for.

#80 Dawnstealer

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Posted 14 January 2015 - 01:17 PM

I did have my Locust legs popped off at extremely long range while moving at 169kph last night. I wrote it up to an amazing, or lucky, shot, but then it happened again in the next game. Didn't check to see if it was the same player - just assumed it wasn't my night, logged off, and went for a run.





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