


The focus of the work was to see whether the range of hats available and the rarity of certain hats, combined with the diversity of hats worn by players, can tell us something about the players themselves. Research into Team Fortress 2 hat-usage was conducted by MIT grad student Chong-U Lim as part of a master’s thesis. What does the hat you are wearing say about you?.Are there any correlations between those who wear hats and their prominence within the TF2 community?.What can we learn about people who wear hats?.Leading us to a number of interesting questions: It’s with this in mind we turn to Team Fortress 2 and look specifically at the usage of hats: the first phase in a suite of cosmetic items that have slowly had a stronger influence on gameplay in more recent updates of the game. Who knows when that will happen though.A collection of just some of the hats that can be worn by different characters in Team Fortress 2. From our convos with valve, they're working to get rid of the clientside plugin loading loophole for getting around this.

sv_pure keeps a lot of them away, as it means using an actual 'hack' to be able to load the textures and such. As an admin, flying around invisible and seeing if they look up at you is a dead giveaway, but doesnt work against all wallhacks. It helps sometimes to go spy on the other team, troll the living hell out of them, then see if they suddenly get really good at finding you. Wallhacks just depend on watching the player and seeing if they seem to be a bit too ESP.

More obvious people will just rotate ninety degrees and hit a cloaked spy at two hundred yards.Īnti-spread is super obvious, they use clientside knowledge of the spread of the impending bullet, and instantly move to offset it, so they look like they're vibrating. Even when being subtle, they tend to take their best aim then snap the rest of the way the second they fire. They move unnaturally and 'snap' to people's heads. People with wall hacks and skins are much harder to detect, because unless you grossly misuse them there's no way to separate them from skill.įor Aimbots, watching the player in first person is usually a dead giveaway. Its not too bad overall - probably on average 1/day over 99 slots that are full for ~16-18 hours/day.īy far the most common is aimbots - i mean, if you're going to hack, why not go all out? These range from insane aimbots with anti-spread that take out everyone in sight as a heavy in tiny amounts of time, to snipers trying to be subtle about it and staying 'just high enough' in points. I run and administer a group of fairly popular 32x servers, and we see a good deal of hackers.
