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Whats Up With All The Cheating Lately?


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#61 martian

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Posted 22 May 2025 - 11:02 AM

View PostKursedVixen, on 21 May 2025 - 06:08 PM, said:

I think it might be a higher occurance in higer tiers... i've had some questioinable things happen mech tanking dual lbx20's at near point blank range and walk away with almost 0 damage...

View PostKursedVixen, on 20 May 2024 - 05:45 PM, said:

also any form of cheat would also void zellbrigen, lag switches aim bots or otherwise....which you tier 1's really seem to favor.

Stop posting your cheating accusations of Tier 1 players, please.

Some players are simply better than you in the game. Live with that.

Also, it is entirely possible to climb to Tier 1 without cheating.

Thank you.

#62 a 5 year old with an Uzi

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Posted 22 May 2025 - 11:10 AM

Good comms and coordination are awesome when they're at you're disposal and when they're against you it's going to feel real bad especially when you have nothing. It's going to definitely feel like BS when it's that one sided situation, when you're the beneficiary you don't think about it though. You can't see/hear what Red has going on with comms.

#63 Drenzul

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Posted 22 May 2025 - 03:38 PM

View PostGreyNovember, on 21 May 2025 - 09:59 AM, said:

Is THAT what people are accusing me of when I spazz out and cant aim in the middle of a fight? As if this is somehow also to my advantage when I can't land anything twisting and turning, and I rubberband to different orientations?

Ignoring that wallhack / Seismic can be conflated?

Assuming that the ping indicators in game are something update real time with no appreciable delay, and you can reasonably look up, glance at, find the person you're fighting, and determine that something sussy is indeed happening.


The people using this to cheat only have the constant lag spikes when they aren't shooting. Honestly I'm pretty sure it doesn't work very well the majority of the time anyway.

#64 The Masked Luchador

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Posted 22 May 2025 - 09:51 PM

View PostDrenzul, on 22 May 2025 - 03:38 PM, said:

The people using this to cheat only have the constant lag spikes when they aren't shooting. Honestly I'm pretty sure it doesn't work very well the majority of the time anyway.


I'm having a severe issue with this lately. One match we had a light mech glitch in the middle of pack badly, kept jump jetting on showing up on the other side of the group back and forth for awhile. In another match all of the mechs on the map kept appearing as visible on the map in order then would turn off. Crazy stuff.

#65 Drenzul

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Posted 23 May 2025 - 12:35 AM

If its all the mechs, that sounds like an issue with your connection.

#66 The Masked Luchador

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Posted 23 May 2025 - 08:33 AM

View PostDrenzul, on 23 May 2025 - 12:35 AM, said:

If its all the mechs, that sounds like an issue with your connection.


Nope, it was cheating/glitching. I am hoping they look into it and nail all the losers we've been seeing do this. Whole team saw it, complained about it, and reported it.

#67 Drenzul

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Posted 23 May 2025 - 01:37 PM

View PostThe Masked Luchador, on 23 May 2025 - 08:33 AM, said:

Nope, it was cheating/glitching. I am hoping they look into it and nail all the losers we've been seeing do this. Whole team saw it, complained about it, and reported it.


If your whole team is seeing the whole enemy team desyncing/glitching, its likely server issues.
A couple of people doing this sure... the whole enemy team doing this given you can't even organise an entire team? Nah, so unlikely its basically impossible.

#68 Bulletsponge0

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Posted 24 May 2025 - 06:34 PM

View PostDrenzul, on 23 May 2025 - 01:37 PM, said:

If your whole team is seeing the whole enemy team desyncing/glitching, its likely server issues.
A couple of people doing this sure... the whole enemy team doing this given you can't even organise an entire team? Nah, so unlikely its basically impossible.

That. Almost all of the funky crap you se in a match...poor hit reg, mechs warping, etc...can be attributed to server issues. and lets face it, PGI has had MWO in "maintenance mode" for years, so they aren't paying top dollar on the best servers.

#69 KursedVixen

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Posted 24 May 2025 - 06:59 PM

View Postepikt, on 21 May 2025 - 07:03 PM, said:

It's a problem with hit registration, not cheating.
My friends i was playing with when it happened confirmed it was a cheat.

#70 epikt

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Posted 24 May 2025 - 07:05 PM

View PostKursedVixen, on 24 May 2025 - 06:59 PM, said:

My friends i was playing with when it happened confirmed it was a cheat.

Like if your friends can't be wrong as well...

#71 Quicksilver Aberration

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Posted 24 May 2025 - 07:18 PM

View PostKursedVixen, on 24 May 2025 - 06:59 PM, said:

My friends i was playing with when it happened confirmed it was a cheat.

Group think is a real thing, especially if you don't understand anything about how the game works. If you don't understand how the game works then your not gonna know what is an isn't a "cheat"

#72 HenryFA

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Posted 24 May 2025 - 10:11 PM

The game engine that MWO is using is old and have a lot of issues, it is a miracle that the game is still alive in 2025.
If I remember correctly, the game server is running at 25 tick rate per sec, meanwhile other competitve FPS out there is around 60 or even higher, which players are already blaming server lag/hit reg.

Another point is the reason why this game in theory have almost no cheat: Almost no players from China/East Asia. The largest gaming community that tends to have cheaters didn't bother to play MWO.
Before anyone try to flame me for being racist, I am from Hong Kong and the I've never meet any other gamers that played battletech/mechwarrior games (exclude my Dad?) because this franchies don't have any good for localisation/translation for us asians out there.

#73 martian

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Posted 25 May 2025 - 01:36 AM

View PostKursedVixen, on 24 May 2025 - 06:59 PM, said:

My friends i was playing with when it happened confirmed it was a cheat.

Still singing your old song that "cheating might be a higher occurance in higer tiers"?

Your friends did not confirm anything, but they just shared your opinion.

Only a thorough study of server logs and video recordings could confirm or disprove cheating. For example, it is quite possible that it was a case of some random server hiccup or some connection problem (or something completely different).

#74 Allen Ward

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Posted 25 May 2025 - 02:10 AM

Outright cheating (e.g., aimbots, recoil hacks, etc.) is extremely rare in MWO and usually gets caught.
What people describe sounds more like

- Meta abuse / balance edge (crits, AC spam, minmaxing),
- Possible macros (questionable, honorless, but not against PGI's terms if not injecting code or reading memory),
- All sorts of netcode desync and hit registration quirks

Which easily leads to a frustrating game experience when you cannot counter it by relying on a team using balanced mech/weapon setup, comms and real tactics. Which, unfortunately, is NOT rewarded by the game mechanics. Only individual damage done is. Power builds win. And give people that experience of superiority. It's not goal oriented, it's validation oriented.

What You Can Do

Build Defense

- Avoid stacking too much ammo in side torsos (especially on Clan XL mechs).
- Use CASE or CASE II.
- Try rotating your torso slightly when under fire - even small movement can spread damage away from a single hit location.
- Consider armoring internals more, or spreading armor between front/back more effectively (doesn't do much against AC/2/Gauss crits).
- Unfortunately this will only do so much. I guess it's like real combat situations - the lucky one makes the day.

Reporting
- Record suspicious matches (use NVIDIA Shadowplay, OBS, etc.).
- If a player is hitting literally pixel-perfect every time or seems to be out of human reaction range, you can send logs to PGI via support.
- Keep an eye on their weapon grouping, and if they have perfect sync on all high-spread weapons, it's a red flag for macros.

But: tbh, don't bother - they will not do anything about it

To me the biggest issue is the random match making. You can build the smartest and best mech for yourself - it is rendered useless by the match maker more often than not. The public random game is NOT about tactics, planning, supportive gameplay. It's a gamble. Only if you show up as a team, coordinated, trained, communicating, you will have a different experience. Unfortunately most people cannot invest the time required for this. Often enough it is not cheating and not superior skill by the opponent (also subjective experience) - it is just pure bad luck.

Edited by Allen Ward, 25 May 2025 - 02:12 AM.


#75 Quicksilver Aberration

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Posted 25 May 2025 - 07:07 AM

View PostHenryFA, on 24 May 2025 - 10:11 PM, said:

The game engine that MWO is using is old and have a lot of issues, it is a miracle that the game is still alive in 2025.
If I remember correctly, the game server is running at 25 tick rate per sec, meanwhile other competitve FPS out there is around 60 or even higher, which players are already blaming server lag/hit reg.

It's 30 but yes, it is insanely low (though it's weird it isn't a power of 2 like most tick rates I've heard of). CS2 gets flack for defaulting to 64 instead of what FaceIt and I believe most competitive matches use which is 128.

Edited by Quicksilver Aberration, 25 May 2025 - 07:31 AM.


#76 LordNothing

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Posted 25 May 2025 - 02:53 PM

View PostQuicksilver Aberration, on 25 May 2025 - 07:07 AM, said:

It's 30 but yes, it is insanely low (though it's weird it isn't a power of 2 like most tick rates I've heard of). CS2 gets flack for defaulting to 64 instead of what FaceIt and I believe most competitive matches use which is 128.


there is no technical reason it needs to be a power of two. some games it even seems progressive with distance (the ai in the forever winter for example, the further away you are the more of a slide show it becomes). its actually the same technique i used to optimize render to texture on freespace. no need to update all the things all the time. update the thing you last interacted with more frequently, like half the frames, the others get the odd frames in alternating order. you only ever really rendered one monitor per frame even though you could have 3 or more.

only place where it pays to use powers of two is for big things that touch memory. its nice for performance if the thing fits in a single memory page or an integer number of pages. frame buffers on retro systems also used to do this even if the game used a resolution that was not a power of two. 8 and 16 bit consoles in particular took advantage of this to do a lot of interesting effects.

Edited by LordNothing, 25 May 2025 - 03:07 PM.


#77 Quicksilver Aberration

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Posted 25 May 2025 - 03:54 PM

View PostLordNothing, on 25 May 2025 - 02:53 PM, said:

there is no technical reason it needs to be a power of two.

I know, but seems to be one of those "we did this because that's how we've always done it" kind of things.

View PostLordNothing, on 25 May 2025 - 02:53 PM, said:

there is no technical reason it needs to be a power of two. some games it even seems progressive with distance (the ai in the forever winter for example, the further away you are the more of a slide show it becomes). its actually the same technique i used to optimize render to texture on freespace. no need to update all the things all the time. update the thing you last interacted with more frequently, like half the frames, the others get the odd frames in alternating order. you only ever really rendered one monitor per frame even though you could have 3 or more.

I mean rendering techniques are separate from syncing game state. Server/client code is basically a distributed system and while you can definitely be smart about what is necessary to send, more frequency helps is very helpful for responsiveness and interpolation (Sigma/X-Pulse heat issue would be less pronounced with a higher tick rate).

#78 LordNothing

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Posted 25 May 2025 - 08:58 PM

View PostQuicksilver Aberration, on 25 May 2025 - 03:54 PM, said:

I know, but seems to be one of those "we did this because that's how we've always done it" kind of things.


I mean rendering techniques are separate from syncing game state. Server/client code is basically a distributed system and while you can definitely be smart about what is necessary to send, more frequency helps is very helpful for responsiveness and interpolation (Sigma/X-Pulse heat issue would be less pronounced with a higher tick rate).


its all timing when it comes right down to it. especially complicated when all your subsystems have a different tick rate and you need to maintain coherence between them, worse when that tick rate is variable.

#79 ByJingo

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Posted 26 May 2025 - 10:32 AM

View PostFitch Buckingston, on 04 May 2025 - 04:19 AM, said:

So I recently started playing again after some time, and there's cheaters in almost every match. It's even top players I played against in the old days who really should be good enough to not need them. It only takes a few ms after you leave cover to instantly get hit by Gauss, sometimes people start firing even before you leave cover, er lasers from 1500m hit only damaged side torsos, stuff like that. Yeah, I know, I'm a noob, I don't check for UAVs, blah blah... but seriously, is there anything beeing done in terms of anti-cheat?


if actual cheating : It's possible somebody else had a ban wave and this game got a bit of an influx, but more likely this is low pop causing the perception of 'a lot' and you're just finding yourself in matches with the same people over and over.

Why people that don't need to cheat, they're just that desperate to win

#80 LordNothing

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Posted 26 May 2025 - 12:17 PM

if 1% of the population is cheating, thats only about 120 players. i dont think its as high as 1%, its certainly not zero. somebody has money to burn and an axe to grind.

Edited by LordNothing, 26 May 2025 - 12:19 PM.






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