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⚡ [INTERWEBZ] ⚡

Discussion on ⚡ [INTERWEBZ] ⚡ within the Call of Duty Trading forum part of the Shooter Trading category.

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Old 11/11/2022, 23:31   #526 Trade Status: Unverified(?)
 
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its a 10/10 cheat will have to get it again same time interwebz
yipidontknow is offline  
Old 11/12/2022, 09:43   #527 Trade Status: Unverified(?)
 
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Always used Interwebz for CS:GO back in the day and was very satisfied. Now I use it for COD and am just as satisfied. Everything works flawlessly from the Aimbot to the Wallhack.

The price is really good for such a product.

10/10
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Old 11/13/2022, 05:04   #528 Trade Status: Unverified(?)
 
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Best Call of Duty Cheat for legit hacking in my opinion.

Their support is amazing and they have all payment methods!
iSherife is offline  
Old 11/13/2022, 12:46   #529 Trade Status: Unverified(?)

 
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Hi, is the unlocker soft unlock or perm unlock?
Is it ud to use or risky per se?
And also I've heard rumors about interwebz's view angle aimbot will have ones flagged for shadow ban with legit config ofc, is that true?
Tian is offline  
Old 11/13/2022, 19:29   #530 Trade Status: Unverified(?)
 
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been using this product for almost a week , WZ and multiplayer mods

security is superior and top priority,

super easy to setup and start right away,

Aimbot is insane and looks super legit with huge customization 10/10

ESP super smooth, no lags, many customization 10/10

overall highly recommended and definitely going to buy again
Dr_AMG is offline  
Old 11/13/2022, 19:49   #531 Trade Status: Unverified(?)
 
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uber cool provider with a friendly community, used their csgo cheat back in the day <3
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Old 11/14/2022, 15:25   #532 Trade Status: Unverified(?)
 
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One of the best cheat providers out there great prices, great cheats and best of all undetected!
PNeonz is offline  
Old 11/15/2022, 15:34   #533 Trade Status: Unverified(?)
 
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I started playing MW2 again after a couple weeks of not playing it since it's release and I decided to give Interwebz a try. As an avid cheater and someone who has tried out many different paid hooks over the years, it is one of the better ones that I've had the pleasure to use, my primary reasons:
  • Native Controller support - this is a must-have for me and Interwebz appears to be the only paid MW2 tool as of this moment that seamlessly supports the aimbot to work with the ingame Controller input and does *not* require third-party remapping software.
  • Natural aiming system - usually a bot that has the essentials like dynamic smoothing, RCS, a FOV, and visibility check is enough to sell me, but the work that's gone into their aimbot model is extensive and really sweetened the deal. You can tell this is a passion project first and foremost and that they take a lot of pride in building (what I consider to be) a feature-complete legit aimbot system...
    • There's a handful of specific features I was impressed with like the humanization inputs- XY overaiming scales, offsets & delays, a selectable smart bone that will be switched to after a configurable delay which can take precedence over the selectable list of proximity bones, seamless recoil control system & aim prediction, and dynamic smoothing that even has a response curve graph in the UI you can use to draw your own aiming curve.
    • Something that's become a staple of triple-AAA hooks like this one but still deserves brownie points is having all the UI controls that make a game menu easy to navigate, understand, and fun to toy with. Every renderable that's drawn on screen can change the alpha & color via color graphs and sliders, all of the options are well named or described and are categorized appropriately. And lastly, an essential config system keeps track of your settings that includes weapon specific sub-configs, config sharing, and a place to define custom configs.
  • Visual configurability - A simple but often overlooked set of features is the level of customization of renderings. I always appreciate the inclusion of being able to change the alpha of colors, and being able to restrict player ESP to render only visible players. Now, for example, you can configure your settings to render both visible players & players behind geometry and then set a different transparency for the invisible players vs the visibles, so as to make player ESP that's behind a wall much less visible but still able to be seen very slightly, it helps create a semi-legit experience that provides some slight visual assistance but not as obvious extra sensory perception. Also, being able to render movement vectors of players was a neat little feature.
  • Pricing - Usually this is a moot point and you 'get what you pay for' when it comes to software like game hooks, but this MW2 hook's pricing defies the current trend of less features for a higher price, and from what I gather they have been able to ensure security remained a top priority despite the larger feature set. It is priced very reasonably and you get a lot of bang for your buck here with software that has a reliable track record in other games as well!
  • Accessibility - I didn't realize how easy it would be to get started and how easy it would be to use the hook. I was shocked by the level of integration it had without me needing to do anything, it 'just works' and that fact alone elevates this software above most of the paid hooks on the market.
    • Their payment portal supports paypal, stripe, & crypto directly from them, which gets instantly verified, so no reseller was required. Their web CMS integration delivers a custom client for your machine, and then my favorite part: the self-contained plug n' play nature of their client made a great user experience because it 'just works'! I didn't need to modify any system or game settings, didn't need to uninstall, disable, or enable any specific services. It, just, works.
    • There's something to be said about how for almost any other hook that aims to operate surreptitiously ends up requiring the user to customize their environment in 20+ different ways, sometimes downgrade their OS or uninstall specific OS updates, disable certain OS features, and so on.. With this, it looks like they figured out a way to ensure compatibility with most machines & configurations from right out of the box. There is a small list of incompatible software, but it's the basics like anticheats, some antivirus software, and a couple overlays.

Now, for all the good I had to say here, I thought I wouldn't be doing my due-diligence unless I provided some form of feedback- despite the lack of flaws! In the spirit of creativity and overengineering, here's a few ideas I think that could be valuable features to this Aimbot:
  • Underaiming Humanization - Just like with the humanization overaiming sliders, add a couple sliders to allow us to set some degree of XY 'underaiming' as well -- You could also achieve this same idea if you allowed negative values in the existing overaim feature instead, and then they could be named 'Precision variance' or 'Under/Over aiming'.
  • Scale World FOV radiuses dynamically based on player velocity and distance proximity - I wasn't able to glean if the current distance-scaled FOV feature is still strictly attached to the crosshair, or if there is an underlying FOV(s) that are attached to each players world position. In any case, I was envisioning a great FOV system could be experimented with, that is capsule-shaped world based FOVs that are centered on enemy world positions within the screen. Then instead of the aimbot testing to see if the players are in the 2D FOV surrounding the crosshair, it would be testing if the crosshair overlaps with the capsule-shaped FOV of visible enemies. The capsule FOVs would naturally scale by distance since it could be considered 3D geometry that surrounds the players, and then you could take it one step further by adding an additional slider for something like a 'World FOV Proximity Scaling' and this would be a small positive floating point number that is used when calculating how much to grow the World FOV's radius via adding the result of [the distance value of a given enemy, multiplied by the Proximity Scaling value] onto the default radius size of world-based capsule. So if an enemy is very close, we could say that the calculation would play out like this: World distance to enemy is 7 meters, your Proximity Scaling is set to a number on a slider with a range from 0.01 to 0.5, let's say we set it to 0.15, and the default World FOV's size is defined as a default radius of about 1 meter that surrounds enemies in the world. For a specific enemy, we would do worldFOV_gameobject.radius += (7 meters * 0.15 proximity-scaling) and end up increasing the world FOV's radius by the result from this. So now the radius of the World FOV at this distance has grown to 2 meters, up from the default 1 meter radius. This provides a world FOV that's more reasonably sized and able to be captured by the aimbot when dealing with close quarters targets using world-based FOVs. Along with that, since you are able to get the movement velocity of each player, you could further improve this concept by having a toggle called something like 'Movement-based Proximity Scale Damper'. This new toggle when enabled would dampen the World FOV Proximity scaling dynamically based on the movement velocity of the given player. When an enemy is close in proximity but not moving/moving slowly, then the Proximity Scaling (in our case 0.15) would get applied in the calculation slightly differently. First we would take [the given player's current velocity / maximum movement velocity] to get a percentage of their movement speed. Then, this percentage value would be used when calculating the amount of Proximity Scaling by multiplying the scaling value (0.15) by the velocity percentage, (1 meter per second / 8 meters per second) which is 0.125. Since the given player is moving at 1 meter per second, aka slow walking, the Proximity Scaling value that is finally calculated would only be an additional 0.18 meters onto the radius of the World FOV. Now, as you can imagine, as the player speeds up to reach their maximum velocity and that they are *also* in close proximity to you, then the Movement-based damper would no longer be restricting the Proximity Scaling value, which allows for a larger capsule size of the given World FOV.

    TLDR of this^ wall of text: The purpose of these features is so that enemies in close proximity *and* moving quickly can have dynamic World FOV scaling that makes the FOV radius larger during that circumstance, and when players are further away *or* moving slower, then the capsule size would be naturally calculated to be near normal-sized; closer in value to it's original World FOV radius of 1 meter.

Thank you for sharing this hook and for the high quality software in general. Very professional work done by obvious professionals, I look forward to being a returning customer.
billybishop is offline  
Old 11/16/2022, 18:22   #534 Trade Status: Unverified(?)
 
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Cheat review

Awesome cheat! No bans!
Icyskip is offline  
Old 11/16/2022, 19:58   #535 Trade Status: Unverified(?)
 
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works on win11?
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Old 11/16/2022, 20:15   #536 Trade Status: Verified(?)

 
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Quote:
Originally Posted by thugdaking View Post
works on win11?
Windows 11 22h2 supported
sp3sh is offline  
Old 11/16/2022, 20:18   #537 Trade Status: Unverified(?)
 
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dont work on steam for me :/
thugdaking is offline  
Old 11/16/2022, 21:30   #538 Trade Status: Unverified(?)
 
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In my opinion, cheat is a very reliable and safe solution. Value for money 100%, I recommend.
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Old 11/18/2022, 14:16   #539 Trade Status: Unverified(?)
 
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Been using their MW/WZ for awhile now and honestly no complaints. GUI is super clean, no FPS drop, and the aim is insane! 10/10 recommended! Life long customer here!
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Old 11/18/2022, 23:02   #540 Trade Status: Unverified(?)
 
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great cheat, using it since a while, good legit/rage settings possible, visuals 10/10

support is also great with helping out,

+rep
Lo6 is offline  
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