πŸ›‘οΈ Rust server guide

How to catch cheaters on your Rust server

Easy Anti-Cheat stops a lot, but not everything β€” and when a player in your Discord says β€œhe's hacking”, it's your staff who have to decide. Here's how experienced admins separate real cheaters from players who are just good, and how to make a ban you can stand behind.

8 min read Β· Updated October 2026 Β· Free guide for Rust server owners
S
ShadowViperPvP Β· 9 kills in 28 min
86RISK
Headshot rate Β· LR-300
71% avg 18%
Kills over 300 m
5
F7 reports (3 players)
4
🎫 Staff-only ticket opened · last 30 min attached

1. Know what Rust already does for you

Every official Rust server runs Easy Anti-Cheat (EAC). When EAC catches someone, Facepunch bans them from every server β€” you don't have to do anything. EAC catches known cheats; it misses newer or private ones, and it can't judge behaviour.

Rust also has a server-side antihack system that watches movement and actions. When a player flies, moves impossibly fast or hits through things they shouldn't, it records a violation (flyhack, speedhack, noclip and similar) and can kick them. It's most useful as a pattern: one violation can be lag, the same player triggering it again and again is a lead.

Players can report each other with F7. A single report means little β€” losing players report winners all the time β€” but several reports from *different* players about the same person is worth a look.

2. The signs that actually mean something

  • Headshot rate far above the norm β€” per weapon. A good player might land a lot of headshots with a bolt rifle; landing 60–70% headshots with an automatic rifle over many kills is not normal. Always compare against the same weapon, and against *your own server's* average rather than a number from the internet.
  • Long-range kills that keep happening. One 300 m kill is a highlight. A string of them, mostly headshots, in a short session is a pattern.
  • Kills per hour that don't fit. Compare kills against hours actually played this wipe. Someone with 2 hours played and 40 PvP kills deserves a second look.
  • Knowing where people are. Players who walk straight to hidden bases, pre-aim doorways or track people through walls (ESP) usually show it in *where* they go, not only in their stats.
  • Repeated antihack violations and F7 reports from many players at the same time as the above.
Tip: Never ban on a single number. Real cheaters stand out on several signals at once; real good players stand out on one.
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3. Gather evidence before you act

  1. Write down what was reported β€” who, when, where (grid), and what happened.
  2. Look at the fight from both sides: the victim's death (weapon, distance, headshot) and the suspect's kills around that time.
  3. Watch them. As an admin you can spectate a player in-game. Watch how they track targets, whether they look at walls with people behind them, and how they move.
  4. Check history: earlier warnings, previous reports, alt accounts on the same team.
  5. Save it β€” screenshots, clips and your notes β€” somewhere that doesn't expire. A ban appeal six weeks later is much easier when you can show why.

4. Ban fairly

Once you're confident, ban with a clear reason using the console: banid <steamid> "name" "reason" (or your moderation plugin's command). Keep the reason short and specific β€” β€œaimbot: 71% HS rate with AR over 40 kills, 4 F7 reports” β€” because that's what you'll be judged on if they appeal. Tell the people who reported it that it's been handled; it's the best way to keep honest players reporting.

How PlayerAnalytics does this for you

PlayerAnalytics tracks every PvP kill with weapon, distance and headshot, and compares each player's headshot rate *per weapon* with your own server's average. It counts long-range kills, kills per hour played, F7 reports (once per reporter) and Rust's antihack violations, and rolls them into one risk score on each player's profile. When a player crosses the line, it can open a staff-only ticket automatically with the evidence and their last 30 minutes of activity β€” on a map and a timeline β€” already attached. It's a decision aid for your staff, never an auto-ban.

Questions

Can server admins see Easy Anti-Cheat detections?

No. EAC bans are handled by Facepunch across all servers. What you can see on your own server is Rust's antihack violations, F7 reports and the players' own stats.

What headshot rate means someone is cheating in Rust?

There's no single number β€” it depends on the weapon and your server. Compare each player with your own server's average for the same weapon over a decent number of kills, and look for other signals at the same time.

Should I ban on F7 reports alone?

No. Reports point you at who to watch; the ban should rest on evidence you've checked yourself.

Your server, without the guesswork.

Everything in this guide β€” tracked, flagged and handled for you by PlayerAnalytics.

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