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DMA in Overwatch

Discussion on DMA in Overwatch within the Overwatch forum part of the Popular Games category.

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Old   #1
 
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DMA in Overwatch

i dont get people who say DMA is overkill for overwatch

they say DMA is too much for this game then recommend $200 a month internals/externals that get detected every few months

then when they get banned its always
"probably reports lol"
"your playstyle issue lol"

like how does that even make sense

DMA hardware is under $70
theres no firmware cost
and the cheat itself is like $30 a month
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Old   #2
 
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Quote:
Originally Posted by Volume8716 View Post
i dont get people who say DMA is overkill for overwatch

they say DMA is too much for this game then recommend $200 a month internals/externals that get detected every few months

then when they get banned its always
"probably reports lol"
"your playstyle issue lol"

like how does that even make sense

DMA hardware is under $70
theres no firmware cost
and the cheat itself is like $30 a month
DMA does not cost under 70USD? it costs a couple of hundred with Firmware also having costs? DMA is objectively overkill and no longer necessary, the truth nuke is that DMA is no longer necessary as foreign hardware is easily detected, games with more advanced AC's like Faceit and Vanguard will need KVM, Cert driver method or maybe 2PC and very rarely BYOVD can still work.

In the case of overwatch however....
Overwatch's AC is laughbly bad, non existent even. The issue with overwatch is that they will auto ban your account after a few reports... If you play legit on a fresh account and happen to be good on widow/cass your eating a ban.

I have played on accounts with a 100 hours blatantly wall hacking on rein and 1 shot pinning people around corners or pre emptively fire striking them and I havent had anything. ZERO BANS. But I could play one game with Widow and maybe use a little aim assist no wall hacks and get banned after a few games. Also winnerz.lol has a free week trial
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dma in overwatch is like having a tractor and no farm
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Old   #4
 
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Playstyle and reports still matter even when using DMA, and like others have said, it’s overkill for this game
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Old   #5

 
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Quote:
Originally Posted by BaranTK View Post
Playstyle and reports still matter even when using DMA, and like others have said, it’s overkill for this game
Overkill doesn't exist when wanting to stay undetected. What kind of stupid thing to say. "okay guys next bypass will cover only 90% of vectors because doing 100% would be overkill."
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Old   #6
 
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Weather its overkill or not i dunno. But at the end of the day if you run dma for all the games you play, why would you not dma on overwatch as well. no point running dma on 5 games you play and then run an internal/external for just 1 game.

99% of devs will not admit to a detection on their 200$ a month internal and in the same sentence say dma is overkill while also gas lighting you into thinking your 2 headshots on hanzo is what got you banned.

also dont get gaslit into thinking that "cheap china hardware" is easily detectable. EVERY single dma provider is drop shipping from the exact same place for dma cards in china. there is no one on this forum who produces their own dma cards in some american factory using american made ic's.
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Old   #7

 
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I play with the same static in comp. Two of us use DMA, while the other uses internals and externals. In about three years, two of us have never been banned, while the other gets banned a few times per season, lol.

GM+ every season.
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Old   #8

 
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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.
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Quote:
Originally Posted by 0x41^4 View Post


I play with the same static in comp. Two of us use DMA, while the other uses internals and externals. In about three years, two of us have never been banned, while the other gets banned a few times per season, lol.

GM+ every season.
Have you perhaps tested Pure to compare with eden ( i assume your still using it ? )
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Quote:
Originally Posted by EpsilonOVA View Post
Have you perhaps tested Pure to compare with eden ( i assume your still using it ? )
I haven't, no. I've been with Eden the entire time.
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Quote:
Originally Posted by .KaiZy View Post
Overkill doesn't exist when wanting to stay undetected. What kind of stupid thing to say. "okay guys next bypass will cover only 90% of vectors because doing 100% would be overkill."
Well, I meant the cost and setup for this game. Never said anyone should settle for less protection. But yeah, it’s your choice if you have the budget
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Quote:
Originally Posted by BaranTK View Post
Well, I meant the cost and setup for this game. Never said anyone should settle for less protection. But yeah, it’s your choice if you have the budget
Cost would be offset by the less accounts you have to buy and DMA software pricing. i mean a full DMA setup with everything including fuser, aim device, card, 2nd pc is around 300 USD.

Tho and i think its important to note since a lot of people have this misconception, being undetected in of itself is not enough to have accounts survive forever, all it takes is pressing aimkey in a bad moment in higher elo and these freaks will post 900 replay codes and analyze you frame by frame in some discord server
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Quote:
Originally Posted by .KaiZy View Post
Overkill doesn't exist when wanting to stay undetected. What kind of stupid thing to say. "okay guys next bypass will cover only 90% of vectors because doing 100% would be overkill."
DMA is overhyped and is being sold by braindead resellers if you want undetected you should go with KVM its far superior in every aspect.

But in overwatches case regardless if you have external or internal or dma they are all 100 percent undetected because this blizzard is run by a bunch of fat liberal purple hair white women who dont how to make a proper AC.

Quote:
Originally Posted by 0x41^4 View Post


I play with the same static in comp. Two of us use DMA, while the other uses internals and externals. In about three years, two of us have never been banned, while the other gets banned a few times per season, lol.

GM+ every season.
Ressellers want people to spend more money on them as they profit off there anxiety on whether there cheat is 'Detected' or not.

DMA is completely unnecessary on overwatch anyone who tells you otherwise has no foundational knowledge of application security
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Old   #14

 
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Quote:
Originally Posted by YoungPay View Post
DMA is overhyped and is being sold by braindead resellers if you want undetected you should go with KVM its far superior in every aspect.

But in overwatches case regardless if you have external or internal or dma they are all 100 percent undetected because this blizzard is run by a bunch of fat liberal purple hair white women who dont how to make a proper AC.



Ressellers want people to spend more money on them as they profit off there anxiety on whether there cheat is 'Detected' or not.

DMA is completely unnecessary on overwatch anyone who tells you otherwise has no foundational knowledge of application security
A baseless claim with no supporting evidence. On the contrary, you can browse through countless posts on this forum from non-DMA users who experience frequent bans.

Not a single provider in this community, or in the Overwatch cheating scene as a whole, has been around as long as DMA without experiencing multiple detections.
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Quote:
Originally Posted by YoungPay View Post
DMA is overhyped and is being sold by braindead resellers if you want undetected you should go with KVM its far superior in every aspect.

But in overwatches case regardless if you have external or internal or dma they are all 100 percent undetected because this blizzard is run by a bunch of fat liberal purple hair white women who dont how to make a proper AC.



Ressellers want people to spend more money on them as they profit off there anxiety on whether there cheat is 'Detected' or not.

DMA is completely unnecessary on overwatch anyone who tells you otherwise has no foundational knowledge of application security
I'm here to make a slight correction, KVM is no shape or form perfect and again this discussion is NOT about security it's about trust.

It's much easier to trust DMA since you know there's very little that DMA can do to **** it up and get your account banned compared to ANY other type of cheat.

As for KVM, the big crutch is that it's a commonly used method for non cheaters which makes it quite hard to do much against except for blocking and requiring additional measures in order to bypass which gives a much stronger intent compared to a normie trying to play the game.

The biggest benefit of KVM is also the fact that you have a perfect spoofer, however, the reviewers will be a lot more thorough if they know that you're using KVM compared to a normal system and it will place you under higher amount of scrutiny especially when you use fresh accounts.

self plug: KVM support is an upcoming runtime @ kittyscript.com/runtimes
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