CS2 cheat detection
Detections stay logs until enough independent modules and confidence agree. That is the product, not a slogan.
Server-side CS2 cheat detection is a scoring problem. The server sees ticks, shots, view angles, and a few movement facts. It does not see the player’s overlay. If you punish every ugly flick, you will ban twitchy riflers and lose the server.
ImpactGuard’s CS2 side is 52 modules behind one policy. A module can emit a signal. The policy decides whether that signal is a log, a kick, or a ban. Shipped defaults require multiple detections, unique modules, threat score 25, and confidence floors of 0.72 to kick and 0.86 to ban.
How a case should look
- A module fires. The event is stored.
- Other modules either agree or stay quiet. Diversity matters more than spam from one check.
- Threat score and confidence move. Below floor: log only.
- If you enabled kick/ban and the floors clear, the server applies the action and the panel shows the trail.
Tuning without wrecking trust
Start conservative. Watch false-positive rate for a few maps before you drop floors. Use config docs and global override only when you understand which modules are compatible. Overrides sync in about two minutes; they are not instant across a 40-server network.
ML is not a panic button
XGuardian ingests labeled demos and updates models later. An upload is not a ban. If you need a human path, use appeals.
The longer write-up is the CS2 cheat detection guide.
Questions operators ask
Why did a suspicious player only get a log?
Default policy keeps low-confidence events as evidence. Punitive actions wait for corroboration, threat score, and confidence floors.
Does VisionGate detect wallhacks?
No. VisionGate filters what the server transmits. Detection modules score behavior. Keep those jobs separate when you read a case.