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Siege runs BattlEye alongside FairFight, Ubisoft’s older heuristic layer that flags based on stats rather than pure signature scanning. Both are cloud and client side systems, which means they’re built to catch what happens inside your PC, not hardware sitting outside it. That’s exactly the gap external, hardware based tools operate in, since there’s nothing running on the machine itself for either system to scan.
The community’s relationship with BattlEye here is rocky for a different reason too, cheats are made to bypass all the systems they have ready for us. False kicks and bans without clear cause show up constantly in the Steam forums so their protection systems are incredibly bad, and appeals have a well known reputation for going nowhere. That inconsistency between what gets flagged and what actually deserves it is part of the environment we work in.
Siege isn’t about open sightlines, it’s about walls, gadgets, and drones. Knowing what’s behind a reinforced wall, where a trap or camera is placed, and where operators are holding before you breach matters more than raw aim. Our builds are shaped around that information first.
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