Therefore, in GF, cheating is totally possible (and most likely, done). This makes them ideal for aimbots, that can use the info sent to client but not fully available to player-like tanks rendered but unmarked, and ability to utilize details that are too small for player to use-like, for example, aiming at enemy driver's slit on 1.5 km, and matching the tank's exact distance with ballistic drop-to direct the fire with precision impossible to human. Tanks are slow targets, with little need to predict and with gunnery not directly tied with positioning, but with need to quickly aim at specific spots. While in air battles, hacking systems are very limited by fact that aerial gunnery is very often about predicting enemy movement, feel for the combat to position yourself to get a shot (and when it isn't, it's usually so easy that you don't need an aimbot), ground forces are entirely different can of worms. But that's quite minor to what can be done with GF. Planes are, for example, rendered at any distance, therefore client modification can access information about type, heading, speed etc.even for planes that you shouldn't see. Most of the calculations are server side, and therefore impossible to affect for most people (any system that's connected to internet and turned on is potentially hackable, given enough skill, effort and proper tools), the game still transmits a lot more data to client that gets shown on screen. This game is server-side, not client-side, cheating is almost impossible.
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