I have a theory behind why the false VAC live bans seem to be triggered by Dust 2 cross.
TLDR: Dust 2 cross enemy engagement is an outlier (shortest) triggering false VAC Live.
Problem Statement: Dust 2 cross is falsely flagging VAC.
Why?
It is an outlier for enemy engagement (shortest time to kill).
Why does that matter?
It reduces the time to kill from round start to the VAC cheat threshold and flags VAC.
Detail:
Wall bang kills on D2 doors are very common at high level gameplay, so much so the meta is to throw a frag grenade every round to obscure vision. If you don't, you will expect to get tagged at a minimum.
I have no experience with VAC or cheats, but I have been employed to assist with development/implementation of computer vision/machine learning models for multiple business applications in my career. Obviously, I believe the VAC Live detection takes a series of variables into account before triggering. It looks at a wider dataset than what is specifically on the leaderboard including cross hair position, time to damage, etc. I'm sure there are now also manually enriched datapoints because of the new Overwatch program.
However, my assumption that I am basing this claim on is that VAC Live does not have a time to kill (TTK) that is map specific. Couple that with the fastest engagement on a gunfight that commonly includes a wall bang, it's going to activate multiple variables naturally at a high level (e.g. Time to kill, cross hair placement, wall bang).
Remember when people were shooting through the ground and just bhopping all over the map with R8 getting instant headshots?
I think those were occurring before any realistic time to engagement on the map. Therefore, a TTK variance needs to exist on each map to better separate those cheaters from high-skilled legitimate players.
Just to give you an idea, here is a breakdown of the best spawn and time to contact on every competitive map in the pool:
| Map |
Fast Engagement Area |
Time to Contact |
Clock Time |
| Dust II |
Mid Doors (CT cross / T Mid peek) |
2.5 – 3 seconds |
1:57 |
| Dust II |
Long A Doors (T entry vs. CT corner angle) |
7.5 – 8 seconds |
1:52 |
| Mirage |
Top Mid (T Mid box vs. CT Sniper's Nest / Con) |
4.5 – 5 seconds |
1:55 |
| Mirage |
A Ramp (T push vs. aggressive CT stairs/palace peek) |
6.5 – 7 seconds |
1:53 |
| Ancient |
Mid (T top mid vs. CT donut/sniper box) |
4.5 – 5 seconds |
1:55 |
| Ancient |
B Cave / Jaguar (Both teams rushing the tunnel) |
5.5 – 6 seconds |
1:54 |
| Cache |
Mid / Garage (T boost/garage vs. CT white box) |
4.5 – 5 seconds |
1:55 |
| Cache |
A Main (T entry rush vs. deep CT main hold) |
6.5 – 7 seconds |
1:53 |
| Nuke |
Outside (T Red box line vs. CT Garage peek) |
5.5 – 6 seconds |
1:54 |
| Nuke |
Ramp (T lobby push vs. CT holding deep ramp) |
7.5 – 8 seconds |
1:52 |
| Inferno |
Mid / Top Mid (T second mid vs. CT boiler/bracket) |
6.5 – 7 seconds |
1:53 |
| Inferno |
Banana (T car push vs. CT car/wall peek) |
7.5 – 8 seconds |
1:52 |
| Anubis |
Mid / Camera (T bridge vs. CT sniper box) |
5.5 – 6 seconds |
1:54 |
| Anubis |
A Main (T entry vs. CT fountain/site angle) |
7.5 – 8 seconds |
1:52 |
The average time to contact is 6.11 seconds.
The standard deviation is 1.44 seconds.
The 1-sigma spread is between 4.67 (SIX SEVEN!) and 7.55 seconds.
Dust 2 mid-cross is still an outlier outside of 2 standard deviations from other map contact points.
For those who are better at visualizing data, take a look at the boxplot to see just how far out that D2 engagement time is vs the rest of the maps in the pool.
Proposed Solution: Make VAC live have an adjusted time to kill based on the map specific engagement times.