Minecraft anticheat guide
Anticheat for KitPvP and HCF Servers: Clicks, Reach, and Aim
What KitPvP and HCF owners should check first for autoclickers, reach, and aim, with context fields for potion effects, combat tags, and raids.
What should KitPvP and HCF anticheats check first?
KitPvP and HCF servers run long, fast combat loops, so autoclickers, reach, and aim cheats keep paying off longer than on casual servers. Enable click and reach checks first in alert-only mode, then add aim and rotation review. Record the kit, potion effects, combat tag state, and ping with every alert, because those fields decide whether a fight was legitimate.
KitPvP usually runs as an open arena or a set of kit arenas with many players respawning. HCF adds factions, claims, raids, and long combat tags. Both spend much of their time in combat, so even a small false-positive rate produces many alerts per hour.
| Server type | Combat loop | Checks to enable first | Context to record |
|---|---|---|---|
| KitPvP open arena | Rapid melee and pearl fights across many players | Click speed, reach, rotation review | Kit, potion effects, respawn timing |
| HCF open combat | Long combat tags, pearl escapes, potion-heavy fights | Reach, click speed, aim review | Combat tag timer, potion effects, pearl use |
| HCF raids | Crowded fights with many attackers and defenders | Reach and combat mitigation | Raid window, faction claim, players in range |
How do you tune click and reach checks without punishing top players?
Top players click fast on purpose, so their numbers look like cheating to a threshold set for average players. Tune with a control session and the context fields, not with the first alert.
Set the review cadence before the first alert arrives. A daily look at the top ten alert counts catches real problems early, and a weekly pass lets you confirm patterns across sessions instead of reacting to one bad fight.
player: <name>
check: <click speed, reach, or aim>
kit and effects: <kit name, active potion effects>
combat tag: <on or off, seconds remaining>
ping: <value>
target and distance: <name, distance>
decision: <dismissed, watch, mitigation, or escalation>Why do potion effects and pearls cause false alerts?
Strength, Speed, and Weakness change damage and movement, so checks that read damage or speed must account for them. Ender pearls teleport the player, which can look like a position jump to a movement or reach check. Knockback from hits can also move a target between packets.
Confirm that your anticheat ignores expected teleports and knockback before you tune thresholds. The custom knockback article covers the knockback side of this problem.
How do you handle raid evidence in HCF?
Raids produce the hardest alerts in HCF. Many players fight in one place, positions change quickly, and a single fight can span a large area. Reach and target-selection alerts from a raid are easy to misread because the attacker may have been hit by knockback from several sides.
Store raid alerts with the claim, the raid window, and the list of players nearby. A reviewer can then see who was in range and who was actually hitting whom. Review raid alerts in a separate queue from open combat so a large fight does not bury single-player alerts.
What we have not verified
We have not measured false-positive rates for click, reach, or aim checks on any KitPvP or HCF server. We have not verified how any anticheat handles pearl teleports or custom knockback in your setup. Test on a staging arena with your kit plugin and your highest-CPS players before enabling mitigation.
Treat every threshold in this guide as a starting question, not a recommended value. Your server's kit balance, latency, and player count change what counts as normal. Before you rely on a check, rerun your control session after each kit update and after any change to combat plugins, because a balance patch can move the baseline overnight.
How does FairPlay fit these servers?
FairPlay documents its combat checks and mitigation settings in the checks reference and the mitigation configuration pages linked here. Compare those pages against your combat loop, and use the same staging test for every anticheat you consider. The docs describe features, not performance in your environment.
FAQ
Will a high-CPS KitPvP player always trip the click check?
No, but top players can produce tight click patterns. Compare a long window of their clicks with a staff control session before mitigating.
Do pearl escapes cause reach alerts?
They can, when a teleport looks like a position change inside a reach window. Throw a pearl on staging and confirm your reach check ignores it.
Should HCF raids use the same thresholds as open combat?
Start with the same checks, but review raid alerts separately. Raids are crowded, so reach and target context matter more.
Is mitigation enough on its own in KitPvP?
Mitigation limits the advantage in a fight, but it does not settle repeat cases. Keep an evidence record for repeat offenders before any ban.
Which combat article should we read first?
Start with the reach checks article if staff see hits at range. Start with the autoclicker article if fights are decided by click speed.