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Multiple VAC bans on record | Info
1534 day(s) since last ban
The short of it is even if he has cheated at some game or other in the (very distant) past doesn’t mean he’s wrong about you being bad
If you think Im shooting someone 10 times to the same place you are all 100% mistaken.
But whatever guys, keep getting fleeced by single players running one tank into the spawn zone, tanking several shots from several players who spawn around them, with no damage whatsoever, and ending the game with a 10, 15-0 score just playing like that.
Or players shooting through several solid objects / terrain with no vision and insta-killing you in one shot, etc.
And defending cheaters too. You deserve getting fleeced, good luck :)
Warthunder is built on an untrusted client model, what that means is when you pull the trigger the server calculates the shot from your last known position at the time of the shot, calculating hits and damage serverside and sends the result to all the clients.
No amount of client side modifications are going to make an ounce of difference to the result, your client can think whatever it wants but the match is essentially being played out on the server with only control inputs being sent from clients.
You modify your client to try and claim something else and the server is just going to assume your client is desynced and ignore it calculating from the last valid position it had.
You can’t move faster because all it is doing is using a tank of the same model and you holding down the w key to model that itself, you can’t pen more because all it is doing is taking your last known turret facing and ammo loaded at the time of the shot and calculating that itself. Nowhere does your client get a say.
The only reason clients include any of this logic atall is because it doesn’t have time for a round trip to the server before rendering so it renders based on its assumption of what happened and if you see any glitchiness that’s the server telling your client it has incorrect information and overwriting it with its own version of events, usually due to desync like the most common instance being shots disappearing because the server decided you were dead before it was fired even though your client hadn’t got the memo yet and had rendered it on your side. In these cases no one else would have even seen you fire.
You would literally need a real time connection to overwrite data on gaijins servers to achieve most of what you are claiming, I for one have never heard a viable claim of how to do it let alone it actually being done
You are never going to get better if your getting outplayed and doing stupid stuff like shooting the same spot ineffectually 20 times in a row is always someone else’s fault, try to actually learn from these experiences rather than jump to incorrect conclusions
Worth noting as well, due to the nature of the client model warthunder uses as well as one of the anti cheat measures preventing information about enemy positions not even existing in your client unless the server thinks you can see them, your locally saved replays are worth less than nothing as an accurate representation of what occurred. This is why the server records every match and the replays are all available through gaijins website
Imagine thinking because someone cheated over 4 years ago, presumably in a different game because warthunder doesn’t use VAC, that disqualifies them for life from recognising you are bad at a game… there is a reason ad hominem is literally defined as a logical fallacy…
If it was a cheater you're the one defending him since you refuse to provide the replay of said match which would serve as proof of the cheating or your skill issue
And yes, multiple VAC ban cheater has absolutely no authority to tell me anything. Maybe you bow down ur head to cheaters, but no I.
leaves me confused why you would create a discussion when you obviously dont care what any of us have to say and think you know better but obviously the workings of your mind are beyond the reason of us mere mortals /s
Locked.