It used to be overkill when overwatch had no dedicated anticheat team and were very afk. Products such as noble that didn't even bother hiding their memory went undetected for years. Now they're actually trying and are using quite basic methods to detect most of the providers on the unofficial list and sometimes they're as simple as listing network connections and correlating it with other identifiers.
I used to be the ones bashing DMA, but it's the only way to know that you're not going to get trolled by a provider which lets AI do everything and pushes an update where they start leaking memory, write some funny registry or spoof something that gets you immediately detected.
So while I do recommend DMA, there are few things you lose compared to externals and there's very little to gain being internal over external if you have a way to synchronize the game without changing any memory. For example, you have the unavoidable issue with delay, the mouse inputs will not feel as smooth unless you have pretty good low latency DMA hardware and some features will be simply impossible unless your provider intercepts network as well.
About reports, generally don't believe whenever someone says they're too obvious. We now have 150 daily users @ kittyscript and we've only had 3 ban reports:
- Previous wyvern user, new account after using hwid wipe/fix no longer gets banned.
- I got banned after using progressively higher headshot accuracy when testing backtrach 2.0 on hanzo for 3 games in a row, banned on the 3rd game after getting repoted by everyone in the lobby @gm achieving end game accuracy of 80% and 68% headshot accuracy.
- Linked to a steam account that was previously banned.
While kittyscript is undetected, there's still detection methods that we're working on getting rid of and believe me when I say that there's essentially no internal/external provider here that is going through the same effort especially when they haven't updated their products for months if not an entire year other than adding mediocre support for new heroes.
If you have no attachment to the accounts you use I'd say that externals are generally fine, internals are very much "use at your own risk" avoid everyone who claims that "you're just getting reported".
While kittyscript will offer DMA as an option in the future we will also offer full linux support and DMA via KVM for those that either don't want to bother with hardware DMA or want something quick and easy.
Backtrack is a huge meme as well, virtually every provider I've tested is 100% detectable server-side and there's really only three scenarios that are unfolding: they're using it as a way to investigate and banwave cheats, they're that incompetent or they're simply using it for scoring and are trying to encourage people to use backtrack.
I don't want to share too much yet since I have a whole post work in progress about how we're avoiding all of these problems in backtrack 2.0: futuresight.
The generally tl;dr is that the two current methods both lie to the server this is pseudocode of how backtrack works in the game:
Code:
system[0]:
current_latency = ...
current_gametick = ...
system[13]:
entry = input_ringbuffer[index]
entry->gametick = current_gametick
entry->latency = current_latency
...
index = index++ % 64
system[61]:
write(current_latency)
unacked_ringbuffer = input_ringbuffer.filter(unacked == 1)
write(unacked_ringbuffer)
You have two options here which lead to several results:
1) You lie about the latency so the server is told that your ringbuffer is more delayed than it actually is
2) You lie about the latency and the packet time
1) The replay looks correct, but the animations are sped up
2) The shows your shots hitting air and still hitting people
1) Detectable by checking ring[current_tick]->latency != packet_latency
2) Detectable by checking latest_game_tick != ring_game_tick
Backtrack 2.0 (futuresight) in kittyscript avoids this by instead introducing real asymmetric ping and manually parsing incoming packets which allows us to see the future while the client and the server believes that we have higher latency than we actually do rendering it completely undetectable other than reporting higher game-server ping than the lobby-server ping. While it's not as powerful it has nearly all the advantages of typical backtrack where you're able to turn projectiles into hitscan and optimize aiming logic by knowing the future movements of an entity.
I currently have three posts in the works will clear up a lot of misinformation being pushed around:
Part 1: How to make an overwatch cheat from the basics (ft. kittyscript scripting api)
Part 2: Backtrack 2.0: Futuresight
Part 3: How to stay undetected: dissecting warden packets and the secrets of eidolon. (ft. wyvern, xenon, snowfall, oreo, winnerz, kittyscript)
-- below is a bit of a sales pitch
I'll also use this to plug the fact that kittyscript sdk is now public with the fastest and most versatile scripting environment:
https://github.com/kittyscripting
It has the advantages of being compiled to native and the safety of running in a sandboxed runtime limiting the impact of harmful modules as all user submitted modules are considered to be untrusted.
If things go right I will opensource all kittyscript modules including the updater which means you will be able to run kittyscript yourself, completely offline as long as you build your own runtime with your own methods to keep it undetected.