VAC will never be sufficient as long as it's a purely delayed system.

Starcraft 2 map hacking is actually a major problem, thing is, people who rely on map hacks to win are generally bad to begin with, so they tend to get beaten by honest players of greater skill.

It has to do with the protocol of the game's networking. In SC2 and CS:GO, there is a lot of information that is hidden to the player but still sent to the client, such as enemy locations, etc. In Starcraft, it has to do with how the game is coded (peer-to-peer vs. client-server) and in CS:GO it's because not sending such information would result in performance and latency problems. This is usually along the lines of wall-hacking or glow.

In general, current generation MOBAs (Dota 2, LoL) use an authoritative server and only send information to the client when it would be visible to the player. Units in fog-of-war are filtered server-side and their deltas are only sent if the client has vision of them. There is still some such info sent to the client in Dota, like runes on minimap, enemy mana bars and illusion textures. However, hacks that expose this information generally are not noticeable to other players. The more obvious kind of hack in this kind of game is the kind that controls the player character in a way that wouldn't be possible humanly. One example in LoL is a script that causes a champion (Cassiopeia) to move perfectly between spell casts, allowing her to deal maximum damage while permanently maintaining a safe distance from the target. This is akin to aim-botting or spin-botting in FPS games. These also tend to be the more obvious hacks that can be detected by an observer watching the game, but they can also be tweaked to make their actions seem more human.

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