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Charlie Oscar Delta
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PunkBuster and COD
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Topic: PunkBuster and COD (Read 2454 times)
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rip|MightyMax
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PunkBuster and COD
«
on:
November 24, 2008, 09:36:34 AM »
I saw quite a few bans last night while playing, I had to go look....
Call of Duty 2,352 bans
Call of Duty 2 4,918 bans
Call of Duty 4 14,894 bans
Call of Duty UO 765 bans
Call of Duty World at War 316 bans
316 bans so far in COD5.... Not even close to COD4's 14,894!!!! But it's only been around or two weeks or so... :-)
«
Last Edit: November 24, 2008, 12:17:27 PM by rip|buz
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toadly
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Re: BunkBuster and COD
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Reply #1 on:
November 24, 2008, 10:43:15 AM »
I've run into a few COD5 aimbots on the pub servers. How do you suppose this is possible? Does PB work like anti-virus in that it needs to know the footprint of the aimbot before it can detect it? Does this make it possible to just slightly change the aimbot code to prevent detection for a limited amount of time? Are there some aimbots that will just never be detected by PB?
Do you suppose some of the problem is misconfiguration of the servers?
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rip|MightyMax
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Re: BunkBuster and COD
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Reply #2 on:
November 24, 2008, 12:17:36 PM »
First make sure the server has PunkBuster running.... Next is it streaming with either PBBans or Punksbusted ( These services add the extra layer of protection and can be updated very quickly to catch the latest )
So, yes they need the "signature" of the aimbot etc... But they often have only hours of free time before PB catches up... And when it does, people start loosing access to their $50 game on-line.
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toadly
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Re: BunkBuster and COD
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Reply #3 on:
November 25, 2008, 08:16:36 PM »
Quote from: rip|MightyMax on November 24, 2008, 12:17:36 PM
And when it does, people start loosing access to their $50 game on-line.
Seems like there was no shortage of people in COD4 willing to give up their ability to play online.
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