Spark wrote:
hahahaha is that serious? half of those people were moving still or in straight lines. i mean come on, surely they can do better than that.
it's a video made by the aimbot producers. they're selling it. of course they want to make it look good.
most of those people being killed were bots, afaik. they move in straight lines and don't strafe.
this is what i mean about a hack being impossible to make for a game: the maths involved in predicting a human player's movement through the air means human intuition > a formula, every time. it's too complex. you can strafe, change direction, drop/gain altitude, boost yourself, etc. any number of things that will change velocities, vectors, any number of variables... (not to mention the connection and ping itself). when players move at the speeds they do, making an aimbot is practically impossible for a projectile-based gun. you'd have to recode the game itself to add homing-missile qualities to your projectiles
i mean, come on... yes, certain weapons are hitscan, but not in the same way as regular hitscan games are. think of bf/cod: all weapons - assuming the connection is fine - immediately hit their target (there is a distance dropoff in bf games but this can be factored into an aimbot quite easily, the numbers are out there on the web). players move slowly along an x/y axis. it's easy to plot and predict and, what's more, the distances involved are tiny and comparatively close-quarter. in games like tribes the maps are HUGE, giant expanses, with players moving along the x/y and z axes. even snipers with hitscan have to 'lead' their shots slightly on fast moving targets. it's just not a very feasible hack against anything other than bots/extremely bad slow players.
Last edited by Uzique (2012-04-13 08:26:28)