If they're using server-side detection I'm not really sure what else it would be for. Only other options are people finding an exploit to bypass drop detection or stat hack. We know a maphack has been published online. A drophack tool hasn't been published yet.
Maphack seems likeliest from the methods they described (albeit vaguely) in the blog post. |
A simple stats reset seems a little weak for maphacking... |
Just want to clarify a few things, because there are a lot of misconceptions flying around. Of course, nothing I say can be verified, and Relic is likely not going to speak publicly about the details of their anti-cheat solution, but we can make some basic assumptions from what they announced.
First of all, this is a server-side anti-cheat solution. This means the information they're detecting is information that has to be sent to the battle servers. This isn't VAC or Punkbuster, it doesn't look at the processes running on your machine. It's simply processing the data received from players.
What this means is the anti-cheat has no way of detecting the use of third-party programs, such as AutoHotkey, or local third-party modifications, such as sound or skin packs, that only modify local data for one player and don't interact with the core gameplay information that is being sent to the servers. That would require client-side anti-cheat, which almost certainly doesn't exist in CoH2.
What it can likely detect, however, are telltale modifications to the game data that a maphack would create. Things like setting a specific bit in a command that otherwise wouldn't be set, or detecting an injection or addition to a command instruction that would never come from a clean player's game client. Commands can be scanned server-side and these telltales can be detected. This is the most likely way Relic caught the people it banned.
There is some precedent for this method of detection. A few years back Relic discovered that a popular vCoH maphack modified replay files in a very specific way that would never happen in a clean game. They wrote a tool that could scan replay files for this telltale modification, and used it to catch Snej, a prominent player at the time. Replays are just game instructions compiled into a single file; now that Relic has transitioned away from true P2P into a client-server relay model, they have access to this raw information server-side as it is being communicated to clients in a match. It's likely that they've repurposed this tool into a real-time server-side scanner.
Assuming Relic isn't lying to us about their anti-cheat being exclusively server-side, the only people to have to be concerned are those who have used maphacks in ranked automatch games. Local modifications, such as AHK and visual mods, are undetectable because they never interact with Relic's servers. |
You realize you still need control groups in CoH2 right? Finding and clicking an icon is infinitely slower than just pressing a button. |
I feel like AC spam with Kettens and MP44s would shit on this pretty hard. Run in with the ACs and focus the snipers, then run in with MP44s when they retreat, using Kettens to cap the map (because a sniper spam start isn't going to have capping power). ACs are less manpower than snipers, so even if you lose an AC for every sniper you kill it's worth it because you should have most of the fuel. I'm not a PE player though so I don't know the timings.
I can see this working against PG spam into halftracks and against a player who doesn't react to it properly, but it's a big risk. |
Except vCoH's 2v2 AT matchmaking was literally fucking horrendous. It was awful. Literally awful. You'd get maybe 4 teams searching at once if you were incredibly lucky, you'd have to wait 10 minutes for a game, and then you'd almost never get an even matchup. Not to mention 3v3/4v4 AT matchmaking, which was entirely dead.
The CoH2 approach to team matchmaking is infinitely better than that. |
Well, your opinion is not indicative of the opinion of the community at large. Every developer of multiplayer games with matchmaking these days prioritizes timely matchups over better matchup balance. They wouldn't be doing this if they believed a majority of their player base was fine waiting two or three times as long if it meant a better matchup. People don't like waiting 5 or 10 minutes for a game. Look at what Valve has done recently with Dota 2 matchmaking. When they split off into ranked and unranked, they removed a number of options that segmented the player pool in order to keep wait times down around their 2 minute 30 second target. And this is a game with 400,000-600,000 concurrent players every single day. Even they don't want to risk segmenting their community too much.
As for the first 10 calibration games, those aren't completely random. You still have a rating, it just has a higher degree of uncertainty, so the range of players you can be matched against is greater and the number of points you can gain from a win is greater since the system doesn't have enough games to make an accurate guess about your skill. It's pretty standard procedure in matchmaking systems these days. So is weighting arranged teams higher than random teams.
As for higher ranked teams getting poor opponents, that's kind of how matchmaking works. It's awful for players at the top because there aren't enough opponents at their rating, so they wait longer and get weaker opponents more often than the average player. This is doubly true for a game like CoH2 with such a small base of players. |
There aren't enough players, it would take too long to find games. Relic's algorithm is likely smart enough to make sure the two random players have a higher average rating than the team in order to offset some of the advantage that comes with better communication. |
I like the vCoH options for this so much better, having a shield on the side that you could hover over to show all of the unit icons in that group. It meant not having to waste a click on opening/closing the tree and not having it constantly occupy screen real estate when you don't need it. |
exactly. like aimstrong did with americans vs pe.
Except in that case, top players never really thought Americans were weak against PE. It was mostly lower-level players bitching about things they didn't know anything about.
In all honesty, if you're playing any game competitively at a high level, you're playing to win. For players like that, winning is fun, not simply playing the game. You can't fault players for using the same strategy over and over if that strategy is winning them games. Blame the game for situations like that.
If there were more CoH2 tournaments, I guarantee you would see more creative Soviet play, because players would be forced to play both factions. Using ladder as a metric isn't a smart thing to do because any serious competitive player will tell you that ladder is a royal waste of time. Why wait minutes to get matched against someone likely far worse than you who will likely do something incredibly stupid when you can play custom games against other top players who are going to give you decent practice? |