Hackers Galore

Discussion in 'Monday Night Combat PC Feedback and Issues' started by rkelbley, March 25, 2011.

  1. rkelbley

    rkelbley New Member

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    I purchased this game on Sunday, March 20th. Up until today, everything has been absolutely fine. But now, I find myself encountering hackers on far too many servers. So far, 3 out of 6 servers I've played on have harbored a hacker. I've seen constant juicing, instant and impossibly-tossed artillery strikes onto Pro's heads, constant invisibility (even while shooting), and probably another that I've simply forgotten. What changed? All of these asshats are ruining this game, and if they continue, I predict that before they know it, they will no longer have a game to hack...

    Please address this, Uber.
  2. Vlane

    Vlane New Member

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    I only know of two groups of hackers in the game. Aimbotters and leaderboard hackers.

    Everything else has an explanation, you just don't know it.
  3. Goose

    Goose Active Member

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    The "constant Juicing" thing is probably just them going back to buy more juice which is very possible to do assuming you make tons of money on each juice rush off of streaks.
  4. Rydiak

    Rydiak New Member

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    MNC has full VAC support. Give the game a few days and those people cheating will have their accounts banned. VAC is very effective over-time (by design), and just needs a little patience. Fortunately, in 30+ hours of gameplay I have not run into anyone cheating yet.
  5. rkelbley

    rkelbley New Member

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    Awww...that's cute. But no. You can't shoot the shuriken launcher while invisible. So until you provide something useful, stfu.

    @Rydiak: Thank you for the reply. I hadn't checked that. Hopefully, they address what needs to be adjusted shortly.
  6. L-Spiro

    L-Spiro New Member

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    Everything he mentioned has an explanation outside of hacking.
    Not only that but those things cant be hacked anyway.

    There is a bug that causes some players to start the game juiced and their juice never runs out, but it is extremely rare (never seen it myself).
    That aside, it is impossible to hack such an ability into your character. You cant just tell the server you are juiced and expect the server to believe you. Same thing applies to being invisible while firing. Its called lag, not hack. I have not only seen it before, I have done it before. It has nothing to do with hacking.

    It is quite easy to stay juiced for a huge portion of the game.
    Tanks can build up juice in seconds if no one is bothering them. And when you cant build it, you can buy it for $500, which is easy to get.
    Then when you use your purchased juice and go on a rampage, you will score more than $500 from the bot, turret, and Pro kills you get. Which means you can just buy it immediately after you die.

    Staying juiced is trivial.


    How is it impossible to toss a strike onto a Pros head?
    Just because you wouldnt have been able to do it?
    If I can hit a Sniper on a ledge across the map with Product Grenades in the face using Tank, well, lets just say artillery strikes are a lot easier to plant than that.



    When I started this game I saw a ton of impossible crap too, but what makes someone assume it is hacking?
    I mean, I just assumed I didnt know everything about the game. That seems logical to me.
    Play the game for 5 days and know everything about it? Not so likely.

    So why, why would someone assume hacks are in play at such a beginner level?


    To this, day 2 months later, I have only encountered one hacker.
    And although I can now do all of those impossible feats such as staying constantly juiced, I still assume there are things about the game I dont know rather than jumping to conclusions regarding hacking.
    And so far I have been 100% right.


    L. Spiro
  7. rkelbley

    rkelbley New Member

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    You see, I wish you were right. But I was more often than not on the teams of these players. The Support player managed to land that beacon while behind a high wall, without even facing remotely the same direction as the player that he stuck O.O I was watching him. He was on my team. Damn, sir. That is some serious skill. I wish I was that (impossibly) good. (All players' pings were green)

    --> All of their pings were well within the green. Next.

    --> BWA HA HA HA HA HA... Do you have ANY programming experience? At all? I'mma guess no. Just because you can play the game, doesn't mean you suddenly know how it works.

    I concede that the Juicing bit could well be done. And that possibly the player had even experienced the bug you mentioned. But please. Don't be a condescending ***. I would not be wasting my time posting here if I had not undoubtedly experienced cheating. And as I already said, they were often on MY team. I don't care that we won. It wasn't remotely fun. And when some of these individuals were confronted about it, they replied with "rofl you mad bro? roflz" while singlehandedly killing the entire enemy team in a matter of a minute, then proceeding to destroy the moneyball, while barely being hit. The enemy team was not composed of "noobs." Shortly after that match, they all left, citing hacking as the reason. But I'm sure that everyone's a noob except for you, right? Surely you can't be wrong? Nah. No way.
  8. Vlane

    Vlane New Member

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    As a matter of fact he has.

    You seem to think that you know the game better than we even though we played far more than you.

    Throwing beacons and bombs over walls and landing a hit is not hard.
    Juice-chaining was already explained.
    The staying invisible thing has to be proven because in my over 140 hours of gameplay I never encountered it.

    And because you want to write everything off as hacking: I can kill the enemy team several times in a matter of minutes. I can destroy the money ball in 30 seconds without having any troubles. I can juice well over 15 times in a 20 minute game and guess what? I'm not hacking.
    Last edited: March 25, 2011
  9. Espiodude2

    Espiodude2 New Member

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    "If you don't agree with me then you are wrong and get the hell out."
  10. killien

    killien Active Member

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    Espio, did you really have to quote that entire mass of text for "If you don't agree with me then you are wrong and get the hell out."?
    Some of us DO know how UnrealEngine3 works
    Dedicated servers in UE3 determine if certain things happen or not, if you try to tell it otherwise(ex: moving/firing/reloading faster than allowed) the server will just go "too bad" and not accept it

    The ungoldy bomb/beacon shots could be one of two things
    1. Some skill and a good chunk of luck
    2. aimbot that can predict trajectory to land it on a target(considering the randomness of human actions, very difficult)
  11. rkelbley

    rkelbley New Member

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    I have lost plenty of matches in a short amount of time. I did not complain. No one person on my team complained. It was obvious that we were out-gunned and out-smarted. I considered them learning experiences and moved on. But once again, you all seem to be ignoring the fact that the Support was not even facing the direction of his beacon target. Additionally, he was standing right beside a very high wall. The trajectory needed would have been all but impossible. Not because it was difficult to a noob like me, but because the wall prevented the angle necessary to achieve a stick in the opponents base, which bear in mind, ALSO has glass walls around it.

    Also, I already conceded to the argument regarding the juicing.

    I certainly understand your desire to see proof, but I do not run FRAPS 24/7. The best I could do (at least for now) is provide 3 other players who also experienced the same individual in that match, and who also came to the conclusion that something was very, very wrong.

    I have no problem losing. I have seen incredible shots and amazing actions by some very good players. But some things are simply impossible, barring an illegal action on behalf of the player, or a server glitch. The odds of such a glitch occurring consistently aren't so good. And they were not for just ONE match.
  12. L-Spiro

    L-Spiro New Member

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    So was mine when it happened to me. There was just a moment of jitter. It happens. We call them spikes. What happens more frequently is that your whole game is smooth, but then after you reload and fire your next stream of shurikens you see nothing for a while, then your stream appears a second later, even though you were already hearing them firing off.
    But I suspect this particular issue may be an exploitable glitch.


    I am currently the CTO of a game company in Tokyo and have coded full commercial game engines from scratch, on top of a few in-house engines for other major companies including Eidos Interactive. I am currently in the hiring process at Square Enix to be their next core engine programmer for their upcoming Final Fantasy games and am making my own version of CryEngine 2 to go on market next year.
    More information could be found in Vlanes post related to my experience regarding hacking specifically.
    Yes, I know how games work and how to hack, but to be fair, I didnt code Monday Night Combat nor any part of Unreal Engine *.
    Im given their network code the benefit of the doubt because under most normal conditions the server should not blindly accept data from the client; it should be verified by the server.
    But as you say, I dont truly know how they set it up on their end.


    Sorry if you thought I was condescending.
    I reviewed the evidence of the shuriken abuse and believe it is likely an exploit (which is different from hacking).
    If my guess is correct it can be easily patched out. We will have to see.


    L. Spiro
  13. rkelbley

    rkelbley New Member

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    Thank you for the response. I regret playing the role of troll, and I have to apologize. I usually don't get worked up like this over a game. And clearly you know your stuff. Also, I shouldn't make posts at nearly 5 a.m. in the morning. But that is no excuse.

    I personally am not a programmer, but live with two programmers, one of whom works for the Air Force Research Laboratory, and the other who is involved in bioinformatics. Both were also involved in the matches that I was complaining about. In essence, they argued that until something has been proven 100% un-modifiable, it is foolish to claim it is "un-hackable." I cannot say with 100% certainty that the individuals I witnessed were cheating. I wish that I could. I do know that myself and others witnessed actions that were unexplainable and repeated.

    I used the term "hacking" to describe what I saw. That was my mistake. It is a word I use interchangeably with exploiting, etc. I deserved to be corrected. But call it what you will: using, for instance, an aimbot (an "exploit) destroys any level of fairness in the game, and renders it no longer fun. Another player is gaining an advantage over others that was not intended to exist. Additionally, this "exploit" did not exist within the game as it was. It required a client-side modification to do so (if I understand an "aimbot" correctly...) In my eyes, it becomes more than an exploit at this point.
  14. killien

    killien Active Member

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    UE3 servers won't allow clients to do anything that isn't supposed to happen
    The only instance I know of was about 6-7 years ago with UT2004(UE2.5)
    A program that could make Windows run faster than normal(basically fast forward) had the side effect on UT2004 of also running faster than normal. People eventually figured out that it worked in multiplayer giving them a speed boost, 2-50 times faster movement speed depending on how they set it

    Epic fixed it within a month tho
  15. L-Spiro

    L-Spiro New Member

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    It is not just up to the engine.
    When building your game around any given engine there will be some data values, handled by the engine as part of its feature set designed to make using the engine easier, and then there are extra values you will send specifically for your game.

    You create, send, receive, and manage your own custom data, and that means you are also responsible for verifying any discrepancies between the server and the client, and handling them.
    Player positions and a bit of generic player data should be handled by the engine, so across all games that use Unreal Engine * you will never see a teleportation hack working.
    But there may be other types of values that are more specific just to one given game that could be prone to faulty error checking.

    A faulty implementation simply accepts the value received from the client.
    A standard implementation keeps its own local copy and verifies it, and then sends the data back to the client if the client is wrong.


    I am giving the team the benefit of a doubt that they are controlling the toggle of the Assassin cloak and handling any inconsistencies by updating the faulty client with the correct value, and also not passing the incorrect value to other clients (this is what causes them to see the faulty cloak).
    And I am guessing there is just a bug in their implementation of this.

    But then again it could be that the server is just accepting whatever cloaking toggles the client gives it. I hope not.


    L. Spiro
  16. Kel

    Kel New Member

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    Sure there are ways to cheat, even with the server dates. The system is never 100% safe, so it's possible to hack.

    Everybody who writes here "NO, UE3 DEDICATED SERVER DON'T ALLOW THAT" ....
    Sorry, but :lol:

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