Anticheat - Detect Cheaters in Public Lobbies 0.1.0

A Mod for Helldivers 2
Anticheat - Detect Cheaters in Public Lobbies akl_mod_preview_image
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HD2 Anticheat watches what your own game already knows about the other players, compares it to the vanilla game, and lists anything that smells fishy on a small panel on the right side of the screen. It never changes the game, never acts on anyone, and never connects to anything. What you do with the information is up to you.

What it catches
Guns: fire rate above the gun's vanilla maximum, magazines or spare magazines bigger than vanilla, the Maxigun firing while its owner walks around. One-shot kills of big enemies that no vanilla weapon can do. Tanks: guns hitting far outside the hull's firing arc (turret rotation mods), automated reloads, tanks faster than vanilla, tanks driven from the wrong seat, guns firing with nobody in the gunner seat, stratagems called from a driver or gunner seat. Loadouts with two vehicles of the same kind.

Almost every check was tested in real missions with two game clients, one running the cheat mods. Checks are tuned to stay quiet when unsure: a missed cheater is better than a wrongly flagged player.

Using it
When the panel shows a player, it lists what they did. Page Down dismisses it as a false positive, End selects the next player. Findings are also written to %LOCALAPPDATA%\HD2AntiCheat\anticheat.log but the log never stores names or Steam IDs: players appear as PLAYER 1, PLAYER 2, numbered fresh each game. Got a false positive? Send that log. Don't want a log at all? Put LOG=false
in settings.txt
in the same folder. Or use the Mod Options Menu to disable.

Installation/Requirements
  • Requires Bingus Shared Loader (v18 or newer)
  • Install with HD2 Arsenal
  • Mod Options Menu, optional but allows for UI tuning
  • Mod Bindings Menu, also optional and allows for key rebinding
Hiding it with the game's HUD
The game's "hide HUD" key is unbound by default. If you bind it, bind "Hide / show the overlay" to the same key and both will hide and show together.

Known limits
Works best when you host. Stratagems from a tank are only judged when nobody else is on foot. New game patches can switch checks off until updated (the panel status says so).

I AM NOT THE FUN POLICE, I WILL NEVER CONDONE COLLECTING USERNAMES AND/OR WITCH HUNTING CHEATERS. THIS IS PURELY A TOOL TO DETECT.

What counts?

Anything that changes gameplay beyond vanilla: fire rates, magazines, Maxigun movement, tank handling, stratagems from vehicles, extra vehicles. That includes rebalance and "QoL" mods. Cosmetic, sound and UI mods don't affect anyone else, and this mod can't see them anyway. Want to play with gameplay mods? Great: host a private or friends-only lobby. Public lobbies are for players who expect the vanilla game.

Future?
  • More coverage of mods
  • Improve reliability
GitHub page soon™


Credits and transparency
Built with the help of Claude Code (Claude Opus 5.5). Memory patterns from Link's Link to Memory kit (MIT license). Enemy health data from the Helldivers 2 Wiki (CC BY-NC-SA). Notices included in the download. This mod is MIT licensed.
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Uploaded by
notOceanMan
Downloads
95
Comments
66
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4,119
First release
Last update
Platform
PC 
Version
0.1.0
Total Size
37.7 KB
Rating
1.29 star(s) 17 ratings

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1.29 star(s) 17 ratings

Pinned comment

Pinned by the staff.

RenegadeX4

Members
Members
Sep 27, 2026
3
16
  1. CowboyBingus
    CowboyBingus
    • premium
    • 531 kudos
    17 Oct 2026, 4:23AM
    Did you bother actually testing your own mod? There are several instances I found after a quick test of about 10-15 minutes where innocent players would be kicked in-game. And, moreover, most of the things this mod checks are easily spoofed. Let me do a quick runthrough.
    • Fire rate checks are completely trivial to bypass, and all refill or infinite-ammo cheats evade it. Network jitter (lag), however, causes significant problems for innocent players above 60ms.
    • Peers own their ammo capacity. The host has no means of validating what the peer says is accurate. Again, easily evaded as seen above.
    • Spare magazine detection was just outright broken in testing. I couldn't even really get it to function properly.
    • One-shot kills fail to properly distinguish from vanilla gameplay. Dropships being removed while alive from the game, for example, will flag the last player to shoot it and boot them.
    • Off-arc tank guns also flag vanilla gameplay. And, moreover, this one doesn't even bother to check the person is flagging it is even in the tank.
    • Tank speed flags any innocent player where two lag-corrections occur under 60s.
    • Your tank seating code is also completely broken and reading the wrong addresses. A player who climbs into the driver, then exits and enters the gunner seat, can be flagged and booted because of this.
    • Automated reloads is trivially evaded with a small random delay.
    • Stratagem loadout checks were also trivially evaded because, again, the host does not validate peer claims.
    I didn't bother going through any other checks because there was so much wrong that I just stopped there. This mod is harmful to innocent players while still enabling modders.

    The only proper solution is a full-fledged detection mechanism, which as you said, does not exist. That is the whole reason I stopped development on my own.
  2. OceanMan20
    OceanMan20
    • member
    • 3 kudos
    17 Oct 2026, 4:35AM
    It doesn't kick? Also this is literally the first version of the mod, it's a beta. Improving is like kinda the point. Thank you for your input, ill work on those holes (for those that can be fixed). Is it perfect? No. Will it ever be perfect? No. But it's a tool. If you kick every user that it goes off on, that is on you.

    Don't blame the tool maker when the user uses it in a dumb way and causes damage. It helps those that want it and know how to read with basic critical thinking skills. The information is right there. It explains what it found. That's it.
  3. CowboyBingus
    CowboyBingus
    • premium
    • 531 kudos
    17 Oct 2026, 4:43AM
    The end-user is making decisions based on what your mod tells them. It is your mod's responsibility to be as accurate as possible so that people can make informed decisions. It's disingenuous to claim that the end-user has any capacity to make that determination beyond what the mod already tells them (and as has already been pointed out, is incorrect to begin with).
 

Hysilens

Members
Members
May 25, 2026
2
1
i think with the influx of a lot of vibe coded mods that actively alter the game's balance in an often harmful manner (think support weapons shooting explosive bullets or infinitely regenerating exosuits), this isn't entirely unfair to have in the space.

you can call the guy the fun police or whatever it may be, or even suggest that he just kick the people, but why should he have to go through kicking people over and over when they could ideally just play in an isolated lobby where they can destroy everything anyway?
:shrug:
 

Ostarion

Members
Members
Oct 1, 2026
5
0
...........
just manually kick the guy if you dont like him or if you see him doing shet.
Creating a mod because you dont want to use your eyes is cringe as hell
You still have to. All the mod does is tell you when something isn't vanilla, what you do with that information (Cry really hard, apparently) is up to you.
 

JonnySparta

Members
Members
Sep 29, 2026
13
2
You still have to. All the mod does is tell you when something isn't vanilla, what you do with that information (Cry really hard, apparently) is up to you.
D10s already too easy. I don't need whelps who can't lower their difficulty ruining my fun by actually cheating against pve tyvm.
 

iwantbettergear

Members
Members
Sep 27, 2026
3
0
D10s already too easy. I don't need whelps who can't lower their difficulty ruining my fun by actually cheating against pve tyvm.
Yo but how about this...i run mods in priv to make it harder for myself while also giving myself SLIGHT buffs in order to not get fully mauled apart.