- cross-posted to:
- linux_gaming@lemmit.online
- cross-posted to:
- linux_gaming@lemmit.online
Whelp…I’m out. (I expected this to happen before they said anything though, honestly.)
Whelp…I’m out. (I expected this to happen before they said anything though, honestly.)
Just decide that more than X inputs per second equals cheater, and measure that on the server side. No need to riddle users systems with code waste.
Mashing is rarely a concern in fighting game cheats, it’s either inhuman reactions (hard to distinguish from a lucky guess) or always guessing right on plus/oki situations.
More complex cheats don’t activate every time; it’s basically impossible to measure whether your opponent in Street Fighter has a “auto perfect parry 15% of the time” cheat running.
Correct, it’s impossible. And anticheat will not help with identifying such complex cheats.
You can mash fighting game inputs pretty hard. That’s too simple of a solution.
You can also mash them without doing much work with your fingers, and no kernel level anticheat will detect that. If you really want, that is.