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PostPosted: 01.16.11 
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Joined: 11.29.08
Posts: 1972
Clean for me.
DeMS wrote:
I am using a very low sensitivity (circa 28cm/180º)

I always wonder how people can play with such low sensi :)

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PostPosted: 01.16.11 
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Posts: 8
AimMe wrote:
Huhu. I watched demo. I only watched ARMINIUS (ambush) demo, but i watched it few times: normal, shownormals and slowmotion. This is my conclusion:
You (DeMS) are extremely strange player
OR
you use hack with elements of: aimbot, wallhack, autoshot and idiotbot.


I agree that I am an extremely strange player.
I have played competitively in over 3 games, being a good player on all of them, and getting into great clans in all 3.
So I carry with me experiences from other games - and none of them is as fast nor addicting as UrT is, so tactical thinking is a must.
That's one of the reasons why I am usually doing 'strange things', as they are things that make sense on other games but not much on UrT.

Take CSS for instance.
If you learn the routines the ones of the other team do, it's guaranteed you will be able to predict their every movement. That's what I do with UrT aswell.

Some people plays the same _all_ the time, taking the same paths and appearing at the same time at the same place. Then they keep wondering what happened.

AimMe wrote:
#1: at 7:53 and further, there is wallhack element. Normal player would never follow enemy player, which he never saw, over half map same way you followed straighton. And you knew exactly which way he went - strange, isn't it? I wouldn't notice that he was there, especially because you killed another person there.


I'm no normal player.
You can check if I heard him, if he killed someone before, or you can also put timescale lower and check if it was possible to see him. I am 100% positive I've always followed people I've sensed that was there.

Else, he was running towards his spawn,which wouldn't mean I was following him but rather him running away from me.

AimMe wrote:
#2: at 4:54 you kill guy by giving him 2 helmet shots, which is 100% of your bullets fired. Strange thing is, you pass twice over his head, and you fire only at time your crosshair is on his head. That would be autoshot element.


I used to practice my aim playing instagib. That means I have pretty good reflexes and I'm able to control my shooting. However, shooting 2 bullets and giving 2 helmet shots is more about chance than anything else. 99% of players of my level will be able to do that regularly (like once in a 10 or 12 kills).

AimMe wrote:
#3: at 4:42, you're killing guy from far distance, at two times i can notice extremely small movement at his torso, with different sensitivity than you use. They can be only noticed at slowmotion. That would be aimbot element.


If you use slowmotion to check for small cursor movements you'll notice anomalies that might make you paranoid. That happens to everyone, as when you lower timescale, mouse cursor movements are "interpolated" and thus don't represent what really happened. That's specially true when the demo has been taken from a third person (and sv_fps is lower than 60 fps, which in UrT it is).

If you check demos of any good player, you'll notice that behaivor too.

AimMe wrote:
#4: all the time, idiotbot is working. Every time you kill enemy, 2 bullets are fired after he's dead. Coincidence?


It's simply the time it takes to realise that he's dead.
I used to fire 4 or 5 bullets and think he would get killed, but more often than not he was just hurt and he would shoot back.

It's better to keep on shooting and be 100% sure he's dead.

AimMe wrote:
At 0:30 there is strange situation as well. Which fov you have? I saw the man on left (after you come outside), but you ignored him. Then with strange turn you went to another guy, while first one was still shooting at you.


I do that quite often to be honest. Sometimes I'm not interested in one guy because another target is easier or because the one shooting at me is easy to take cover from.

So you take one down while hiding from the other guy's bullets and then go against the first guy.

It's a tactic that does work on slower shooters and it also does work here.

AimMe wrote:
Still i'm not 100% sure. I'd like another admin to watch this. But to me you are more dirty than clean.


I shower daily :P


AimMe wrote:
And btw: reloading, breathing and changing weapons makes no sound in Urban Terror :) Only you can hear your's sound, nobody else can hear it. :)


You can hear reloading, breathing and changing weapons. You can hear weapons being dropped as well. Just the distance at which you can hear each sound is slightly different.

With a good headset you can hear everything clearer, thus it might feel I'm chasing ghosts when you're watching the demo with cheap headsets, while I can hear them perfectly.

I usually play without music, that helps too :p

Tonight I'll check the demos out and I'll comment on whatever you want.



 


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PostPosted: 01.16.11 
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DeMS wrote:
You can hear reloading

Not other's ;)

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PostPosted: 01.16.11 
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skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
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skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
I watched the demos, and I could only conclude anything if I knew for how long have you played FPS and what's your in-game screen resolution/game window size.

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PostPosted: 01.16.11 
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Posts: 8
natirips wrote:
I watched the demos, and I could only conclude anything if I knew for how long have you played FPS and what's your in-game screen resolution/game window size.


I've been playing FPS since late 90's.
My first clan was a CS 1.3 (or so) group of 4 or 5 guys when I played with a 56k modem.

I started playing competitively at circa 2002~2003 in SoF2.

You can check my clan story there :
http://clanbase.ggl.com/humaninfo.php?hid=1482961

I also play for the spanish national team.

My screen resolution is 1600x1200 on an old 19" CRT, with a fov of around 95.

For more details about my gear :
I'm using a 'broken' Razer DeathAdder at 450dpi and 1000Hz with a Razer ExactMat.

If you want to know what socks I use, feel free to ask ;>



 


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PostPosted: 01.16.11 
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Ingame Mod
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Joined: 06.19.09
Posts: 344
can't find anything that would justify a ban :)

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PostPosted: 01.16.11 
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Joined: 09.28.08
Posts: 2318
Location: Solar System
DeMS wrote:
AimMe wrote:
#1: at 7:53 and further, there is wallhack element. Normal player would never follow enemy player, which he never saw, over half map same way you followed straighton. And you knew exactly which way he went - strange, isn't it? I wouldn't notice that he was there, especially because you killed another person there.


I'm no normal player.
You can check if I heard him, if he killed someone before, or you can also put timescale lower and check if it was possible to see him. I am 100% positive I've always followed people I've sensed that was there.

Else, he was running towards his spawn,which wouldn't mean I was following him but rather him running away from me.

He was going to yours spawn :)

DeMS wrote:
If you use slowmotion to check for small cursor movements you'll notice anomalies that might make you paranoid. That happens to everyone, as when you lower timescale, mouse cursor movements are "interpolated" and thus don't represent what really happened. That's specially true when the demo has been taken from a third person (and sv_fps is lower than 60 fps, which in UrT it is).

If you check demos of any good player, you'll notice that behaivor too.

That's part i didn't know. Because it looks so similar to low sens aimbot.... But when i think about it this is possible. Probably because of packet loss.

DeMS wrote:
I shower daily :P

Ty for info :)

DeMS wrote:
You can hear reloading, breathing and changing weapons. You can hear weapons being dropped as well. Just the distance at which you can hear each sound is slightly different.

With a good headset you can hear everything clearer, thus it might feel I'm chasing ghosts when you're watching the demo with cheap headsets, while I can hear them perfectly.

I usually play without music, that helps too :p

I play without music with decent headphones. I hear things and i understand others hearing them. That's why i prefer to ban wallhacker depending on tracking through walls and prefire at times there's player behind, rather than turning and changing routes. Some people play with very loud sound.

And yes, i can hear people running, jumping, healing or dropping weapons form quite a distance.

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PostPosted: 01.16.11 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
DeMS wrote:
...
I've been playing FPS since late 90's.
...
My screen resolution is 1600x1200 on an old 19" CRT, with a fov of around 95.

...
OK, 1600x1200 is a good explanation why you shoot at people that I can't see in the distance in my 1050x600 windowed UrT.

Also, the fact that you've been playing for years explains how you are good at looking at the minimap and how good your concentration is.

The only thing that's left strange to me is how you _never_ check what's behind you back.

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PostPosted: 01.16.11 
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Posts: 8
natirips wrote:
DeMS wrote:
...
I've been playing FPS since late 90's.
...
My screen resolution is 1600x1200 on an old 19" CRT, with a fov of around 95.

...
OK, 1600x1200 is a good explanation why you shoot at people that I can't see in the distance in my 1050x600 windowed UrT.

Also, the fact that you've been playing for years explains how you are good at looking at the minimap and how good your concentration is.

The only thing that's left strange to me is how you _never_ check what's behind you back.


That's where sound and moving fast play a role.

They need to be faster than you in order to catch you, and that's just not common on a public TDM.

Besides, with my low sensitivity I would need to make long, fast swipes to only check behind, and be vulnerable from what used to be my 'front', alas being not practical and handicapping my gameplay.

I prefer to statistically think where enemies might come from after 'cleaning' a room and head into that direction rather than checking everywhere all the time.

Besides, as you've seen I'm not a campy type of guy but I'm rather a rusher, so they would need to go real fast to catch me from behind, which usually isn't a matter.



 


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PostPosted: 01.16.11 
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posted some :)
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Joined: 08.05.09
Posts: 368
Location: Zagreb, Croatia
I just have two questions.
Second demo Kingdom map, 9:18 or so you kill that guy hiding in the corner.
You couldn't possibly hear him, i know you couldn't cause i couldn't.
And if i didn't hear him breathing, reloading, healing or dropping his weapon then he didn't do it.
So how did you know he is hiding that exact corner.

And on Ambush at 2:40 you shoot at a guy you couldn't possibly see, i mean there is a fence and a bunch of stone pillars in your way...Even if you did see him through the hole in the fence (which i doubt but i did notice a short flick of your crossahir towards him) you couldn't possibly know he's there.
And even if you noticed your teammates shooting at someone there is no way of determining his position (at least not with that precision).

I'm not calling you a wallhacker I'd just appreciate if you could explain me those kills so i can improve my own gameplay.
God knows that 3 years of admining destroy a mans game.

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