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[SUGGESTION] BackTrack & TickBase check. #577

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Regomy opened this issue Oct 10, 2023 · 4 comments
Open

[SUGGESTION] BackTrack & TickBase check. #577

Regomy opened this issue Oct 10, 2023 · 4 comments

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@Regomy
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Regomy commented Oct 10, 2023

In our time, cheats have moved to a new level, and although there are no more 3.5 block reaches, no anti-kickback and teleports, but there are similar to them and quite strong functions.

~ TickBase - the problem is that the person teleports a bit, which makes it harder to hit him and also instantly breaks the distance between you and the cheater, which allows the cheater to catch up with you or start comboing.

~ BackTrack - Here there is some delay of packets, simulating ping. Now many cheats activate this only during the use of killaure, which may be the first step to check, because it would be strange if the player only during the fight is delayed packets.

@Photon-GitHub
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I will create a PingSpoof check again in the future, but it is quite hard to detect sudden spikes (like in a short fight) as that is similar to a natural lagspike in the network. What you refer to as "TickBase" is mainly a movement check, which my plugin will not contain, that is a job for your main AC.

@Janmm14
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Janmm14 commented Oct 14, 2023

tickbase and backtrack both alter percieved latency to simulate client recieving packets later at certain times. what he describes as teleport is the client faking to have like 250ms latency and then suddenly jsut having 50ms latency for example

@Janmm14
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Janmm14 commented Oct 21, 2023

faking lag in client tick thread leads to changed percieved latency from server pov.

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@Janmm14 @Photon-GitHub @Regomy and others