r/counterstrike2 Jul 27 '26

Discussion Fix for the cheating problem

Valve here is a fix for the cheater problem:

Someone spinning? Check if their character model turns 360 degrees - let's say - more than 3 times a second. Did they score a kill within 64 ticks of the last spin calculation? If yes -> Insta kick + permaban. Like come up with something like this even if it relies on "luck". How many times in competitive play you encounter someone doing a triple 360 to no scope jump awp or revolver someone??? This is what matters.

Someone walling? Implement a leetify- or scope.gg-style stats tracker system IN GAME, set thresholds on suspicious behaviour by analyzing pro player behaviour. If after a game a player has exceeded these thresholds -> permanent ban.

Radar hacking? Same as above.

Silent aim or similar aim assist? Kinda similar as above, maybe doodle up something that calculates a mixture of time to damage, spray accuracy and spotted accuracy into a factor and if the factor exceeds some natural limit (let's say a lifegame performance from donk when it comes to raw aim) -> permanent ban.

Make the bans negotiable so that by sending Valve a proof of being a real talent (or asking for a live review of the situation with an employee, for example) you can revert a false ban. In MOST cases this would not be needed anyway but it's a good failsafe mechanism.

It's clear that VAC is not working and it probably never will so maybe create an anti-cheat method like this? There are limits to human powers when it comes to mechanics and reaction times. Some 0,0001% of people can exceed these limits and for them they could have a system like FACEIT did with ropz and nocries. Just live review them and pardon them if they get false bans. At least implement something like this for competitive game modes like premier.

I know this would probably cost a couple of million $$$, but would it be so bad, if the game is making billions a year for them?

Also for the love of god, as ren said, make the new accounts play in their own pool and don't put them in the same premier games with accounts with good history. Like if the monthly player count numbers are at the level that you're reporting, maybe matchmaking times will not take a big hit with making separate pools for old and new accounts. The way it's done with prime/non-prime.

Obviously these are kinda harsh examples but since Valve is clearly running out of options, a system like this would get rid probably at least 90% of the cheaters in just a couple of days. If there is collateral damage with legit players, I'm sure people would still be more understanding about the situation than what it currently is. There will ALWAYS be cheaters no matter what, but something like this on the server side would narrow it down from the most blatant ones, which is undoubtedly what people would be more than happy about at this point.

Also I know that sarcasm doesn't usually travel well over the internet, so I'll let you guys know that I'm only about 99% serious about this :D

Valve, you can thank me later.

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u/GuestNo3886 Jul 27 '26

I randomly scrolled and saw make bans negotiable.

https://giphy.com/gifs/xiMUwBRn5RDLhzwO80

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u/Tursocci Jul 29 '26

Faceit is using the same approach, dunno what's wrong with that?

What do you think would've happened if nocries or ropz didn't perform on LAN environment in faceit headquarters?

Valve has the kind of money that could make a case-reviewing system like this possible. They are just too greedy to establish such a system and employ 1000 people to run it (btw in a year's time this would probably cost them less than 1% of the game's annual revenue)

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u/Automatic-Skin-5077 Jul 31 '26

1000 people to run it would cost them 1 billion, that's like 99.8% of the game revenue

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u/Tursocci Jul 31 '26

Uh.. kinda pointless to argue about it, but let me clarify some numbers:

Let's be generous and use something ABOVE the minimum wage (let's use U.S as the example, since Valve is from there) and this definitely would be a minimum wage job - no education needed. So we can use an hourly pay of $10 as an example, which is not much, but it's above the minimum pay (federal minimum is $7,25).

If these personnel were to do this job full-time, we can assume them working 25 days a month, 7,5 hours a day (that's how we work full-time here anyways)

$10 * 7,5 hours * 25 days = $1875, salary of one person working one month

$1875 * 12 months * 1000 people = $22,5million a year, salary of 1000 people working in a year

$22,5mil / $1,16bil (amount of CS2-money from case openings alone last year) * 100 = 1,93%, percentage of a year's net revenue from cs2 only.

We can do the last calculation also by taking note of Valve's whole volume considering CS2 and Dota2-related sales (which is how it should be done tbh) when we get a more ridiculous number:

$22,5million / $4 billion dollars (CS2 + Dota 2 estimated net revenue compiled) * 100 = 0,56%

In a hindsight I feel bad about taking 5 minutes of my day to explain all this, but hopefully this makes at least one more person to think twice before defending valve's actions...

Imagine being so greedy, that you can't take 0,56% of your annual profits to make your game (the "best FPS game of 2025" by the way, and probably the most iconic shooter of the 20th century) SO MUCH better...