Aimbotter VS Spinbotter In Siege

VarsityGaming
10 Aug 202272:25

TLDRIn this detailed analysis, the video script discusses a series of hacker replays from the game 'Siege'. The speaker examines various matches where players are suspected of cheating, using different tactics such as aimbotting, wallhacking, and spin botting. Throughout the discussion, the speaker considers the evidence, such as unusual aiming behavior, lack of camera usage before aggressive actions, and suspiciously accurate pre-fire shots. The speaker also debates with the chat, engaging viewers in the decision-making process on whether the players are indeed cheating. The analysis concludes with a speculative yet inconclusive identification of cheaters, highlighting the complexity and difficulty in determining guilt in online gaming environments.

Takeaways

  • 🎮 The video discusses multiple instances of suspected cheating in the game 'Siege', highlighting various matches and players.
  • 🕵️‍♂️ The analysis includes the examination of player behavior, such as movement, shooting patterns, and use of game mechanics to determine if cheating is occurring.
  • 🤔 The narrator expresses uncertainty in some cases, noting that while behavior may be suspicious, it might also be attributed to lag, poor play, or other in-game factors.
  • 👥 There are mentions of 'hacker versus hacker' scenarios, where more than one player in a match is suspected of cheating.
  • 📉 Discussion of a player's kill-death (KD) ratio fluctuation, which raises suspicion of cheating, especially when there's a significant change in performance.
  • 🎯 Specific cheating methods are mentioned, such as 'aimlock', 'wall hacking', and 'soft aim', which are used to gain an unfair advantage in the game.
  • 🤨 The video points out that some players seem to have knowledge of enemy positions without obvious in-game information, leading to accusations of wall hacking.
  • 📺 The use of in-game cameras and drones to gain information is contrasted with the suspicion of cheating when players act on knowledge they shouldn't reasonably have.
  • 😅 Humorous moments include the mention of a player's name being a coincidental match for a common greeting, 'Konichiwa', and the discussion of a 'cheater's lobby' as a hypothetical scenario.
  • 🏆 The tension and excitement are palpable in the community when high-stakes, overtime matches occur, and the outcome can be influenced by cheating.
  • 💭 The video concludes with an open question about one player's innocence or guilt, reflecting the complexity and difficulty in definitively identifying cheating in the game.

Q & A

  • What is the main topic of discussion in the provided transcript?

    -The main topic of discussion is the analysis of gameplay replays from the game 'Siege', focusing on identifying potential cheaters and their tactics.

  • Why does the speaker mention doing three hacker replays at once?

    -The speaker mentions doing three hacker replays at once because they are going on vacation and want to have the replays done early to avoid backlog upon their return.

  • What is the term 'wall hacker' or 'wall cheater' referring to in the context of the game?

    -A 'wall hacker' or 'wall cheater' refers to a player who uses cheats or hacks to see through walls, gaining an unfair advantage by knowing the location of enemies without any legitimate in-game information.

  • What does the speaker find suspicious about the player's approach to the Buck defender?

    -The speaker finds it suspicious that the player approached Buck as if they already knew his location, suggesting potential cheating through wall hacking or receiving illegitimate information.

  • How does the speaker react to the possibility of a 'hacker versus hacker' scenario?

    -The speaker expresses interest in the possibility of a 'hacker versus hacker' scenario, indicating that it would be an unusual and noteworthy occurrence in their analysis.

  • What is the significance of the 'varsity gaming charm' mentioned in the transcript?

    -The 'varsity gaming charm' is humorously referred to as an item that supposedly gives players the ability to see through walls, which is actually a critique of cheaters who use wall hacks.

  • Why does the speaker believe that the player might be lagging or have aim assist?

    -The speaker believes the player might be lagging or have aim assist because the player's shots did not appear to connect, yet they still managed to deal a significant amount of damage, suggesting an unnatural advantage.

  • What does the speaker mean by 'full toggling' in the context of cheating in the game?

    -By 'full toggling', the speaker means that a player is actively using a cheat or hack (such as aimbot or wallhack) throughout the game without turning it off.

  • What is the speaker's opinion on players who cheat in solo queue games?

    -The speaker expresses a negative view on players who cheat in solo queue games, considering it worse than cheating in a group or for profit, as it is seen as cheating for personal amusement without any justification.

  • How does the speaker determine if a player is cheating based on their kill-death ratio (KD)?

    -The speaker looks for significant fluctuations in a player's KD over different seasons, as well as their current performance, to determine if they might be cheating. A sudden increase or decrease in KD can be indicative of cheating.

  • What is the final verdict on the number of cheaters and non-cheaters after analyzing the matches?

    -The final verdict is one player confirmed as not cheating, four players confirmed as cheaters, and one player remains unknown or inconclusive in their cheating status.

Outlines

00:00

🕵️‍♂️ Hacker Replay Introduction and Suspicions

The speaker introduces a series of hacker replays, expressing concerns about potential cheaters. They mention three replays planned for different times, including one during vacation. The speaker recalls an interesting case involving a 'techie' submitter accusing two players, Habana and Flufoo420, from potentially being hackers. The analysis includes speculation about the players' actions and whether they could be due to lag, cheating, or just unusual tactics. The speaker also humorously suggests a separate lobby for cheaters.

05:04

🎲 Betting on Cheating Suspects

The speaker discusses a betting system where viewers can predict which team will win in a match involving suspected cheaters. They describe the chaos in the chat after the majority bet on the wrong team. The speaker identifies a player named Floofu with full aim lock, and another player, Conway, using sliding and insta-kill cheats. The match ends with a win for Conway's team, leading to further discussion about the nature of cheating in games.

10:05

🤔 Analyzing Mortadella's Gameplay for Cheating

The speaker reviews an accusation against a player named Mortadella, discussing the possibility of cheating based on the player's actions in the game. They debate whether the player's movements and positioning could be due to skill, luck, or cheating. The speaker also touches on the impact of MMR (Matchmaking Rating) in cases where a player loses or wins against a cheater.

15:07

🚨 Pre-firing and Cheating Allegations

The speaker analyzes a player's actions, focusing on pre-firing and other suspicious behaviors that might indicate cheating. They discuss the player's kill-death ratio (KD) and the likelihood of cheating based on their gameplay. The speaker also considers the possibility of the player being a solo queue cheater, expressing disapproval of such behavior.

20:31

🕵️‍♀️ Thorne's Perspective and Cheating Insights

The speaker examines a player's actions from Thorne's perspective, noting the player's awareness level and drone usage. They discuss whether the player's behavior could be attributed to cheating or just being highly knowledgeable about the game. The speaker also questions the player's choice of angles and movements, and whether these could be signs of cheating.

25:32

🤨 Suspicious Utility Usage and Reaction Times

The speaker highlights a player's unusual utility usage and reaction times as potential indicators of cheating. They discuss the player's rank and kill-death ratio, noting fluctuations that raise suspicion. The speaker also mentions the player's past performance and how it compares to their current behavior in the game.

30:34

🧐 Crackpot Theories and Walling Accusations

The speaker presents a theory that a player might be 'walling' (cheating by seeing through walls) and provides a detailed analysis of the player's movements and positioning. They discuss the player's suspicious behavior, such as staring at walls and doorways, and how it contrasts with their overall gameplay strategy.

35:43

🎯 Aiming Through Walls and Cheating Detection

The speaker reviews a player's actions, focusing on instances where the player seemed to aim and shoot through walls. They discuss the possibility of the player using a drone to gain an unfair advantage and the suspicious timing of their actions. The speaker also considers the player's reaction to being shot at and whether it was a natural response or a sign of cheating.

40:57

🕹️ Analyzing Alibi's Movements and Cheating Suspects

The speaker scrutinizes a player's knowledge of other players' positions, suggesting that they might be cheating by tracking movements without using in-game tools like drones. They discuss the player's use of cameras and their ability to predict enemy actions, leading to a suspicion of cheating.

45:59

🔍 Close Examination of Cheating Suspects

The speaker closely examines a player's behavior, noting their steady aim and positioning, which seems to anticipate the movements of other players. They discuss the possibility of wall hacking and how the player's actions might be too coincidental to be innocent. The speaker also considers the player's name and its potential relevance to their behavior.

51:00

🤖 Sophisticated Cheating and Covering Tracks

The speaker identifies a player who they believe is a sophisticated cheater, capable of hiding their cheating behavior effectively. They discuss the player's use of in-game mechanics like drones and cameras to avoid suspicion while still gaining an unfair advantage.

56:02

🚨 Flagging Suspicious Behavior but Not Conclusive Cheating

The speaker notes a player's suspicious behavior, such as lining up shots through walls, but acknowledges that it could be coincidental. They discuss the difficulty of determining cheating in certain situations, especially when players have a history of negative or fluctuating kill-death ratios.

01:02

🤔 Weighing Evidence and Deciding on Cheating

The speaker reviews the evidence of potential cheating, discussing the player's actions and the team's dynamics. They mention the player's use of drones and cameras, and how it might factor into their suspicion. The speaker also considers the player's rank and performance history, noting unusual spikes in their stats.

06:03

🏆 Final Round Analysis and Cheating Conclusions

The speaker concludes their analysis with a focus on the final round of a match, discussing the player's behavior and the implications it has for their suspicion of cheating. They note the player's movement and positioning, and how it seems to defy common gameplay strategies. The speaker also reviews the player's overall statistics and performance, leaving their final judgment open to interpretation.

Mindmap

Keywords

💡Aimbotter

An 'Aimbotter' refers to a player who uses an aimbot, a type of cheating software that automatically aims the player's weapon for them in a video game, typically in first-person shooters. In the context of this video, the term is used to describe a player who is suspected of cheating by using such software to gain an unfair advantage in the game 'Siege'.

💡Spinbotter

A 'Spinbotter' is a term used to describe a type of cheater in video games who uses a form of automated cheating that causes their in-game character to spin rapidly while shooting. This erratic movement can make it difficult for other players to hit them while they can still target others effectively. In the video, the host discusses a potential 'hacker versus hacker' scenario where a Spinbotter is suspected.

💡Cheating

Cheating in the context of this video refers to the use of unauthorized tools, software, or methods to gain an advantage over other players in a multiplayer game. It is a significant issue in the gaming community as it disrupts fair play and the intended challenge of the game. The video script discusses various instances and suspicions of cheating during gameplay.

💡Overtime Matches

In gaming, 'overtime matches' are additional rounds or periods played after the regular game time has ended to determine a winner, as no team secured a decisive victory within the set time. The video script mentions that the host chose a number of overtime matches for review, implying these are situations where cheating might be more likely to occur due to the heightened pressure.

💡Stream

A 'stream' in the context of this video refers to a live broadcast of gameplay, usually done over the internet on platforms like Twitch. The host mentions doing a 'stream' which implies they are a content creator or a streamer who plays games live for an audience to watch.

💡MMR (Matchmaking Rating)

MMR is a numerical value that represents a player's skill level in a competitive online game. It is used to match players of similar skill levels together. The video discusses the impact of winning or losing against a cheater on one's MMR and how the game handles it.

💡Droning

In the game 'Siege', 'droning' refers to the use of an in-game device (like a small drone) to scout areas, tag enemies, or gain intel without directly entering the line of sight. The script discusses the frequency and manner of droning as a potential indicator of cheating, as cheaters might use it to scout without giving away their position.

💡Pinging

Pinging in a video game like 'Siege' is a method of communication between players, often using the game's map to indicate enemy locations or strategic points of interest. The video script suggests that a cheater might feign cooperation by pinging areas while not actually pushing forward with their team.

💡Hitbox

A 'hitbox' in video games is an invisible shape that represents the area where a character or object can be hit by attacks. The script discusses the concept in relation to whether a player could be seen or hit based on their positioning and the game's mechanics.

💡Lean Spamming

Lean spamming is a technique in first-person shooter games where a player rapidly leans in and out of cover to make themselves a harder target to hit. The video mentions it as a behavior that can be annoying and potentially indicative of a player trying to gain an unfair advantage through a repetitive and disruptive action.

💡KD (Kill-Death Ratio)

KD is a statistic used in multiplayer games to show the ratio of a player's kills to deaths. A high KD indicates a player is getting more kills than deaths, while a low KD suggests the opposite. The video discusses fluctuations in KD as a potential red flag for cheating.

Highlights

The video discusses three hacker replays in the game Siege, with the first one being particularly interesting due to a potential hacker versus hacker scenario.

The submitter accuses their teammate and player 'flufoo420' from the enemy team of hacking, suggesting a possible internal team conflict.

Evidence of cheating is examined, including unusual gameplay behavior like peeking in a suspicious manner and potential soft aim or aim assist.

The player known as 'Bandit' is suspected of toggling on cheats mid-game, possibly influenced by the opposing hacker's actions.

A prediction is made that 'Bandit' is cheating, and viewers are invited to bet on which hacker will win in an upcoming match.

The chat reacts chaotically after a bet is placed on the wrong team, indicating the complexity of predicting outcomes in matches with hackers.

The player 'Conway' is observed using sliding and instant kill cheats, adding to the confusion about who might be a cheater.

A suggestion is made to create lobbies exclusively for cheaters, highlighting the absurdity of the situation.

The player 'Mortadella' is accused of hacking, with the suspicion that they might be exceptionally poor or blatantly cheating.

The relationship between MMR loss and winning or losing against a cheater is discussed, adding another layer to the game's competitive dynamics.

A player's suspicious behavior, such as holding angles where no one is present, raises questions about their awareness and potential cheating.

The fluctuating kill/death ratio of a player over several seasons is highlighted as a potential indicator of cheating.

The accusation of walling, or seeing through walls, is made against a player with a coincidental name, adding a humorous element to the analysis.

A player's defensive strategy is scrutinized, with suspicions that they might be using wall hacks despite appearing to play normally.

The final match features a player with a history of negative KD ratios, raising suspicions about their sudden improvement.

The video concludes with a count of one confirmed non-cheater, four cheaters, and one unknown, reflecting the difficulty in accurately identifying hacking in online games.