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Source:https://github.com/SoraKumo001/next-streaming

⬅️ AI cheats: Why you didn't notice your teammate was cheating
fracus 17 hoursReload
There must be some statistical method or honeypot method to reliably detect cheaters. Like present the players with a bot who's purpose is to be un-hitt-able unless the player is cheating. I don't know, there has to be a way. Cheaters are disease in online gaming. I know that sensible people won't want to sacrifice their anonymity to provide ID to play a video game but if it is in the competitive scene and they are playing for money, surely it isn't a stretch to ask for ID and thus ultimate accountability.

ineedasername 16 hoursReload
$5-500 monthly payments just to bypass a decent anti-cheat...Cheaters must reflash their BIOS, wipe their PCs, reinstall Windows, and create a new account to play again...every few weeks

This is fun? If it's eSports for $$ I understand the incentive, otherwise pretending to be good, all the while likely having not a twinge of irony hit you as you 'git gud the opposition... It's a mindset I don't understand.


jokoon 6 hoursReload
I recently played cs2 for 4 months until the paranoia of closet cheaters got me.

There are pro players who get caught cheating, this game is rotten to the core.

Valve doesn't seem to care because apparently, players don't care about cheaters since they are so addicted to gambling with skins.


RALaBarge 12 hoursReload
There is a solution, but no one wants to hear it. Anonymity is the problem and the only way to curb cheats like these are to have extreme meatspace penalties and some sort of central ID mechanism that requires some sort of real and personal identification

robertlagrant 6 hoursReload
I would love if Valve developed a multiplayer server system for CS2 (and maybe generalisable beyond that) that only sent other players' locations when they were very close to being visible to the player, and sent audio and damage events in a way that only gave soft information away as well.

So if you snipe through a wall, instead of sending the location of the shot source and direction, the server has to do slightly more work - calculate who got hit and what noise everyone should hear, but then the client doesn't need to know the location of the firing player.

I know it's not the only way to cheat, but the fact that the client has all the information has to be a large factor.