Original Post — Direct link
almost 4 years ago - /u/RiotArkem - Direct link

To follow up on a lot of the comments I'm seeing (sorry there're too many people to respond to individually right now)

  1. Yeah it's disappointing that the first cheats appeared so quickly. Ruined my day.

  2. Cheaters gonna cheat but we're in this fight for the long haul so even if cheaters find a hole we'll be around to plug it.

  3. No magic bullets to stop hacks but we're doing a bunch of things to keep them out of your games. If you hear of one (a magic bullet) let me know, I'm listening :)

  4. Fog of War is working! Enemies that are not in line of sight or just around a corner from the player don't have up to date positions. Your hack can draw them on the screen anyway but you're just showing obsolete info. More info about Fog of War coming out next week hopefully.

  5. You are all the best judges of how we're doing, so let me (us) know if you're not happy with the state of the game so we know that we have to improve.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by calorant

How effective will your hwid ban? People are saying it's easy to spoof so it won't work.

We think it'll be hard to circumvent but if we see people getting around it it we will put some more effort into improving it.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by dcy

Does reporting work? I played a lot today and a few games there were names hinting of a new Riot account (coronavirus etc.) and they knew exactly where to angle without fault, even if i didn't make a sound while backing into a corner. Sure, they could've just outclassed me, but something about them seemed off. The report function gave me an error at the time.

On the same topic, i played with a friend last few hours and had a few very high kill count games and when I queued up for another, I got an anti-cheat system error which forced me to restart the game. Is this because i was potentially flagged or completely unrelated?

Please report suspected cheaters, it's a good way to get information to us to investigate and also helps us understand what everyone is experiencing in game.

If you weren't cheating the most common cause of an anti-cheat system error is a connection problem or a server problem on our end. If it happens frequently please submit a support ticket so we can figure out what's happening.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Kiptus

Unrelated to OP topic, but feel like I need to voice this somewhere to stay sane.

This beta feels like an event that has pushed myself further from my friends who all have had drops, whereas I haven't after 50+ hrs of watching streams. I get it from both a marketing & general server-stress POV, but it's just really disappointing to see kind of event when we're currently in a time where we're already extremely disconnected through current world affairs.

Sorry to hear that! We're trying to get people into the beta as fast as possible but we want to make sure we don't over do it and crash the servers for everyone.

Hopefully you get a drop soon. Also, make sure you're not grinding streams to get drops, the extra view time helps but really not so much that it's worth burning yourself out watching. Feel free to take a break and do something else, you're still eligible for drops even if you're not watching at the second we do the sweep.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Bukkitz

Feel like you didnt answer entirely, so ill ask; are you recording any demos and/or reviewing reported players on a case by case basis?

We are reviewing players on a case by case basis. We use reports as leads for manual investigation right now.

Demo recording is a feature that we're planning but don't have up and running just yet but we have other information we're using during our investigations.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by R00KIET

are u hardware banning or just normal account banning?

During closed beta we are doing account banning (we think this is ok right now because beta access isn't automatic).

We're using this time (and these bans) to improve our hardware id system so that by launch it should be ready for widespread use. The real world is the best teacher, so this beta period is very useful for making improvements!

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by ChiefKris

After how many matches sbmm is starting to work? I played like 10 matches already and I still got matched with very good players (probably coming from CS).

After that many games you should be matched against players of similar skill, maybe you're better than you give yourself credit for?

There are other factors that go into matchmaking (like if you're in a party or your ping to our servers). We also expect things to improve as there are more people to play against.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Cerus_Freedom

Did y'all consider ghost locations at all? As in, send the client false locations so that wall hacks would show players in random places around the map? At the very least, I like the idea of it being obnoxious to work around lol.

Definitely considered it and I bet it'll be annoying for cheaters (I love the invisible mining node story from WoW) but it's a lot of work so we haven't implemented anything like this yet.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Nate4020

Will Valorant be added to the scope of the H1 program?

It's already in scope! I'm looking at some reports right now. If the documentation hasn't been updated we'll update it soon.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by 1asers

Will it be easier to detected said cheat if you guys got your hands on them?

Will you be having people buying cheat so you guys can study how they work?

There is already some cheat providers selling working cheats, are you guys going to try to get your hands on them?

Edit: I can msg you the link to a cheat provider, so you guys can take it down.

It is easier to take down cheats that we're familiar with. I'm happy for you to DM me with any cheats you think I should see.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Rakinare

How do we report cheaters? The ingame report is not working. It always gives an error.

This will be fixed later today I hope!

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by [deleted]

[deleted]

thanks for the report, we're investigating

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by muscletrain

https://www.youtube.com/watch?v=ATkpqYmWt8k

That ESP data looks pretty damn on point to me if you want to comment....Fog of war looks like it has not effect here.

It looks like in this video the cheat is drawing the last known player locations on the screen, but you can see that they're wrong/obsolete until just before they come around the corner.

One way to tell is in a lot of the clips the enemy wallhack symbols teleport just before the engagement. This is because that's when the server had decided that the player needs that location information.

The fog of war system is dramatically reducing the effectiveness of the ESP here but as you can see there are still possible improvements we could make.

I've got a big article about how this system is built that I hope to release next week that goes into some more details.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by FinnishScrub

/u/RiotArkem, I understand it hurts to see something you have spent many years perfecting getting "blown to bits" in seconds, and I mean this with 0 malicious intent, but there will ALWAYS be smarter people, even smarter than the ones behind Vanguard.

You guys are doing very valuable work, but the harsh reality is that there will always be that one person who figures out how to fool the system.

Your Fog of War system is very interesting though, I really like the idea behind it.

No need to feel bad, just do your best, that's enough for us :) Definitely excited for the future of Valorant, it seems very promising so far!

Oh sure, while I'm a little disappointed, I've never really expected the security work to be foolproof. The work over the last few years has really just set the stage for all the hard work that's to come. I hope that all this preparation will situate us well to respond to cheats going forwards.

I'm not really the brains of the outfit, I'm just the member of the team that's happy to talk to everyone. While I built some cool things (it's why I keep going on about Fog of War) the rest of the team are the real brains trust.

There're plenty of people both inside Riot and in the hacker community that are smarter than me but that's ok, working with (and against) really smart people is how I push my limits, learn things and just generally grow :)

Thanks for the kind words, I'll keep at it!

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by MicroeconomicBunsen

Is the anti-cheat within scope of Riot's bugbounty program?

Yes! We reward bug bounties for information on weaknesses in our anti-cheat technology as well as game bugs that can lead to exploits.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by NontranslationalGod

Have you guys considered doing a big bounty program? I think you could get some really great feedback from security professionals and hobbyists. Bounty program doesn’t even have to be monetary...maybe a credits wall in the training area with their game tag? Dunno, just a thought to help stay ahead of the people developing the hacks.

Yes! We've got a bug bounty program on hackerone, it's entering its 7th year I think, for a little while at the beginning I was one of its admins. We accept reports on anti-cheat topics as well as more traditional application security reports.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by vDUKEvv

Have you guys considered an extra program for AC that runs in the background like services like ESEA or FaceIt? I don’t believe I’ve ever run into a cheater in ESEA over thousands of hours with the service.

I understand this is not exactly an end all solution and I don’t develop anti-cheat, but from my own experience no other way have I seen an fps game be void of cheaters.

Yes, definitely! Riot Vanguard is very similar to ESEA's anti-cheat in some ways, one of the anti-cheat devs from ESEA works at Riot on Vanguard now.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Extra-Spicy-Ramen

It may not be huge but if you change the enemy outline to black instead of red, pixel based aim bots will be effectively impossible to make. As it is currently, the red outline can be easily detected by aim bots since it’s so different from all the surroundings.

This is a tough one because one of the functions of the enemy outlines is to make the enemies easier to distinguish against the environment.

I'm talking to game designers and our art team about possibilities here, maybe we can figure out something that's good for humans and bad for pixel bots.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by -Champloo-

While you're replying- where is the best place to report bugs?

Eg: I've had a few games on 1 map where there is no A or B indicator on the map. I know which sides are which from the games it worked, but still a bug lol

Support tickets are great for bugs because the support agents know how to route the reports to the right developers. Other than that I know that devs are reading the bug megathread so that's another decent spot!

Edit: I'm pretty sure we've received other reports of this map bug, I heard someone mention it today so if I'm not confused we're working on a fix at the moment.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by vvv561

Are you using heuristic-based anti-cheat instead of relying only on anti-RE/injection methods?

Yeah, having anti-tamper technology is important but it's definitely not all we're doing!

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by AetherPrismriv

Quick question: Are these bans planned to be instant as soon as Vanguard detects something? Like as soon as the system detects, it stops the game immediately and it ends in a draw?

A big issue that most FPS have is that most bans are delayed. The system detects the cheat, but only bans in ban-waves in order to "grab" more cheaters. This "delayed ban" logic is flawed, because there are games that will be influenced by that cheater.

Just stop the game in its tracks and instantly ban the cheater, or else its the old story of "1 cheater every game, because the output of hacks is higher than the output of ban-waves"

I'm hoping to get the bans as close to the detection as possible, even terminating a match if a player in it is detected. Sometimes there will be a delay because the cheater will be detected by some offline processing but I believe that where possible cheaters should be removed quickly.

It's a balancing act though because each ban gives cheat developers more information about what is detected and what is not, that's one reason that banwaves are a thing. Sometimes a banwave makes sense to try for maximum disruption of a cheat developer's operation.

We'll probably use both strategies but I'm going to advocate for immediate bans as much as possible because I want to remove cheaters from the environment before they damage any more matches.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by artifact_eddy

the cheater who get caught now are most likely coders of the cheat or people who try to mess with the code. its all fine as long as you cant buy them and casuals start cheating.

Well said!

I wouldn't say that it's fine exactly but I don't think the measure of success is whether or not there can be cheats, instead it's what impact cheats are having on the game as a whole.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by NewBelieve

I don't know if this is related to the anti-cheat or not, but is the amount of information the game uploads going to be lowered?
I have 1 megabit upload where I live, I know people in similar positions, and they are unable to play the game with high FPS because for some reason the data the game uploads correlates with FPS. I've been having to sit at 90 otherwise I'm stuck with 300 ping spikes every 20 seconds.

We're working on it! It's not anti-cheat related though, it's because of how our netcode works.

What's happening is that the game is sending a packet every frame (sometimes more) to try and maximize game responsiveness. However, if your frame rate gets high enough the amount of packets can overwhelm your router (or your upstream bandwidth).

The workaround for now is just what you suggest (turning the FPS limiter on) but in an upcoming patch we'll have a fix that reduces the number of packets sent so that we don't accidentally crush routers.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by MusicMedic88

Is there anyway you guys can make exceptions to people who are on Cloud based gaming VM's like shadow-pc? I am unable to play since Vangaurd wont install on VMs. I really really want to play but this restriction is alienating a bunch of gamers like myself!

Sorry for the inconvenience! If we find a way to support cloud gaming services without weakening our anti-cheat protections we're definitely open to supporting them. We don't have any plans for this right now though.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by toocanzs

Not sure how sound works in your game, but is it possible that hackers could display the locations sound comes from for footsteps to circumvent FoW?

Yeah, the need to play sounds for enemies even if you can't see them does weaken the Fog of War system, especially if a sound visualizing hack is used.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by REDDITWASRIGHT

We reward bug bounties for information on weaknesses in our anti-cheat technology

Interesting, never heard of a bounty for bypassing anti-cheat before. How does that work? It's a cat and mouse game you can never win. So, uh, do I get infinite free money for bypassing your anti-cheat? If I tell you how to bypass every anti-cheat in a way that's not fixable because anti-cheat is just kinda broken by design (as I'm sure you know [but others here might not] it only stops people who can't make their own, and if your AC can't trust the HW it's running on anymore, it's game over), do I get paid?

It's similar to web security bounties, reports are eligible for a reward if they lead to a change in the software to address the reported flaw.

So for example if a researcher reports a way to defeat the mechanism that ensures that the game client executable hasn't been modified and in response we make a change to fix the attack (by improving the mechanism) they'd be eligible for a reward.

On the other hand if a researcher created a general purpose AI that could play the game impossibly well by using a keyboard and mouse that report is unlikely to be eligible for a reward since there's no improvements we can make.

Though this would be the least of their (and our) worries as the tac shooter robot uprising would soon begin likely destroying human civilization.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by toocanzs

I wonder if the server could instead tell the player to play a sound at a specific volume with some direction to avoid telling them the location? Maybe that would have issues when walking towards a sound that plays for a long time.

Either way I'm glad you guys are focusing on cheating so much

I experimented with this a little bit and it was harder than I thought.

The problem I ran into is that how the sound is "rendered" depends a lot on the exact location and not just the attenuation due to distance. There are factors like occlusion and special effects like reverb that get applied based on position. Even the sound asset itself can vary based on exact location (imagine footsteps on grass versus footsteps on wood).

I concluded that it'd be possible to get it mostly working but the effort wasn't worth it. You'd end up with a mostly correct sound (probably a noticeable difference to what was originally intended) but a hacker could still guess a location from it with reasonable accuracy by taking the direction and volume of the sound.

Maybe someone cleverer than me will figure out a solution, if so I'd be happy to hear it!

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by amakar_

Hey, first off keep up the great work. Second, maybe it would be better not to put out more info on the Fog of War. Less info out there, less info for people to use against you.

Thank you!

Thanks for the kind words!

One of the reasons I like talking about Fog of War is that it's one of the rare anti-cheat systems where knowing how it works doesn't make it less useful. We often don't share details of our security measures in fear of helping out cheaters but this is an area where I think being transparent is helpful.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Mjolnoggy

Keep in mind that you will ALWAYS be playing catch up and that there are some extremely big-brain hackers/coders out there.
I don't envy your battle as it's going to last forever and it's going to be a hard one.

I agree!

It's going to take a lot of time and effort to keep cheaters under control but I think it's necessary if we want to create a competitive shooter that lasts.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by iRideUnicornz

A bit of a weird question to ask, but would you happen to have any video or images showing what a wallhacker might see with the FoW system? I know there's limits to this since the less info there is about this the more secure the system.

Still, I think it would be useful to players to see the limits of what a wallhack could do, either by helping us learn how to counterplay or detect it or to simply have more confidence in the system.

Thanks and keep up the good work!

I've written an article about the Fog of War system, hopefully it'll come out next week. It includes a gameplay clip that shows a wallhack both before and after Fog of War. Hopefully that'll be helpful!

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Sxcred

Do a lot of games tend to send as many packets as VALORANT is? I've had this issue over Wifi with so many games and I can never find an exact reason but this sounds exactly why it's always happened in only certain games over Wifi.

EDIT: To add, I've been playing the beta on Wifi this whole time and I've been getting lag spikes at the end of almost every round and getting a network error and it goes back to normal. Could that also be attributed to this? (150+fps, quick 300ping spike back down to 30ms)

It's not too unusual for a game to send one packet per frame though often there's a cap. VALORANT ends up sending a lot because frame rates are high and we're trying to make the game as responsive as possible.

Round end in VALORANT is a time where a lot of cleanup is happening, a lot of objects are being created and destroyed and that makes for longer frame times and more packets. It's not too surprising that you can get a ping spike at the start of the round. Hopefully we can improve this in the future!

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Sxcred

Do cheat developers use logs/other client information to see what the anti-cheat is banning for?

Is it impossible to lockdown the anti-cheat to a level the client can't see what it's doing?

We try to make our anti-cheat systems hard to analyze for cheat developers but there are some limits because at the end of the day the client is running on the cheat deverloper's computer.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by synds

How is this AI not detecting blatant aimbotting? Shouldn't it be able to see 1 frame snaps left and right? What they're doing should be an easy ban from just one ace alone, none of that was humanly possible. I feel like anti-cheats are not and never will be aggressive enough.

Currently our aimbot detection AI is a research project that is used to inform analyst investigations. Once we're more confident in its results we hope to let it ban players unsupervised but due to the error prone / probabilistic nature of AI we think that it'll primarily be an analyst investigation tool for a while yet.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by REDDITWASRIGHT

Okay, I was thinking more along the lines of abusing DMA or SMM, but sure general purpose AI works too.

Still interesting though, web security things are bugs that can be fixed. Tamper protection can't be fixed because again, it's just kinda broken by design and there'll always be a way.

Might need to check that out lol.

Yeah I chose a deliberately outlandish example because I don't want to completely rule out the possibility countermeasures for any techniques just yet :)

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by wow_im_white

Thats good and all, but is there any way you can make it a cvar/setting of some kind? I hate to be selfish but I dont really want my game less responsive because someone in a less fortunate area has 1Mbps upload. Would it be possible what csgo does and have a default that you can change to allow data to be sent per frame? Maybe make the default less upload and then set a switch to allow more info

I know you guys are busy and im sure its not a big deal if its a little less but for people at higher levels it really matters to get the most info from your pc as possible

Definitely!

The current plan is to reduce packet rate by not sending packets that have little to no new information in them. For example right now in VALORANT if you don't move the mouse on a frame we still send a packet. These packets don't actually help responsiveness so we can skip them to improve the experience at no cost.

If we do end up reducing packet rate in a way that could impact responsiveness I think we would want to make it an opt-in setting (like a fps cap setting for packets). Currently you can kind of get that effect from the fps cap but maybe in the future we can make fps and packet rate independently configurable.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Doulikevidya

Did you already consider doing what valve did with "overwatch" in csgo? Reported players have their demos sent to ranked players and a unanimous decision bans the player.

I believe they also used it as machine learning (?) And people that shared similar mechanics as cheaters were sent to overwatch

Yes! I'd like to have an Overwatch system one day, I think it'll need to wait until after we build a general purpose replay system.

When building our aimbot detection AI research project we definitely were paying attention to how VACnet works. John McDonald from Valve talks about it here: https://www.youtube.com/watch?v=ObhK8lUfIlc (it's a good watch if you're interested in this kind of thing)

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by IkeKap

Your fog of war system sounds really interesting in the abstract (not showing the client up to date information in order to obscure data from memory mining cheats). Have you run into any issues with it while developing it (especially regarding having to register hits from unseen opponents) and is this the first implimentation of similar tech in a competitive FPS ?

I've got a big article coming out next week about the development of the Fog of War system and some of the problems we ran into. Keep an eye out for it :)

I wouldn't say the Fog of War system is completely unique but I think VALORANT's implementation is more comprehensive than other game's implementations. There are also a lot of games that don't do anything like this either.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Waves___

This question comes pretty late for the thread, but are we how far off from having a pov demo system being included into the game ?

You can never really call aimbots until you see the demo (spinbots etc being the outlier)

A full replay/demo system is on our roadmap and we've been experimenting with some prototypes of it but I don't have an ETA.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by Mjolnoggy

That's definitely the right mindset to have and from what I've heard there's a lot of talented people on board with ya'll. Hopefully down the road you guys can get something similar to Overwatch or VACnet to tighten the mesh a bit on what people are able to get into the game.

On another note, is it possible that hack devs are taking notes from cheats developed for other Unreal based games? Any GoldSrc/Source based games have always had that issue and I've been hearing through the grapevine that there might be something to that in regards to Unreal.

Working with Unreal Engine does mean that cheat developers can use some of their experience reverse engineering other UE4 games to help them develop cheats faster. I don't think it will be a huge advantage for them in the long run but it does give them a head start.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by jubjub727

If we use ridiculously obtuse or unlikely difficult to detect methods like DMA (bypassing your DMA detection) that wouldn't count towards a bug bounty right? If we provide detection methods alongside bypasses that are insanely difficult to detect will those count towards a bug bounty? If so I've got a new hobby.

Sort of, we're happy to hear about stuff like this. However, we only pay rewards if we're able to make an improvement to the security of the game in response to the information provided.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by InNameOfYourMom

Hey, got a quick question about the AC.

You won't be able to get banned for let's say cheat engine when you aren't playing Valorant right?

Don't worry we won't ban accounts for things that happen when you're not playing Valorant

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by omega4444

Any thoughts about pinglock or regionlock for a certain country where cheating is prevalent?

We can probably make something like this work if it becomes necessary (since we use ping to find the right servers for player to play on).

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by kalin23

Why you don't set up a page in your site where we can send/report cheats?

We're happy to receive information about cheat sites or cheating players via support ticket (https://support.riotgames.com) or for technical vulnerabilities via our bug bounty program at hackerone (or bugbounty@riotgames.com)

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by TaigaChuu

Did you guys think about a recap system for reported players like csgo with overwatch has?

Yeah, I'd like to build a system like this one day. It'll have to wait until we have our replay/demo system up and running.

almost 4 years ago - /u/RiotArkem - Direct link

Originally posted by alx_hxpe

I've found a hacker and have video evidence of it, where am I meant to post it?

a support ticket is a good place!

over 3 years ago - /u/RiotArkem - Direct link

Originally posted by [deleted]

we played many games most of them had cheaters.. I come from csgo .. I was supreme there and lvl 9 in faceit for more than a year... I quit because of cheaters there .. came to valorant for a way out but It's the same thing ... same cheats and worse of all ... when I call them out they laugh about it and get cocky ... are you really taking care of the hackers when we report them ?? are you going to implement overwatch cases like in csgo ... to help ban cheaters ?? How is riot going to repay the people who lost in ranked against cheaters ?? also are we going to receive notification that players that we reported with their names that they got banned ( this will help us know that you guys are taking care of things and let us feel at ease )... sorry for my bad english, english is my 4th language.

We will start notifying players that the people they reported were banned soon, probably next patch (though the first version will have some limitations like only showing the notification if you're online when the ban happens).

I'd be very surprised if most of your games had cheaters, if you send me your account name I'll review some of your games to see if I can find some cheaters to ban.

Every day I personally review the players who have been reported the most. I ban any cheaters I find that haven't been automatically banned and flag any undetected cheats for follow up by our analysts so we can automatically ban for it in the future.

I can't review every player that was reported but I usually get through a few dozen while drinking my morning coffee.

over 3 years ago - /u/RiotArkem - Direct link

Originally posted by EarthlingKira

/u/RiotArkem On that note (see my other reply) I have one cheater which played in my team and therefore could spectate him enough where I am 100% sure of wallhack: HooLs #5564 - might wanna check him out. It happened on 20th June 00:30 to 01:05 CEST

I'm looking into it, thanks

over 3 years ago - /u/RiotArkem - Direct link

Originally posted by hornytwat12

i have access to some information that could help you a ton with the cheating situation could i dm it you?

sure thing /u/hornytwat12