Are trying to make me laugh? Because you're making me laugh.
No client side anti-cheat? Are you serious? You really think that's a thing?!
Have you ever played any online game?!
Look at so many, in fact many, many online shooter games, they all use both client and sever anticheat.
As I said already, sever side anticheat is very limited by comparison.
Not all games announce their use of client anticheat, but they do still use it.
There's many different anticheats out there.
EZanticheat is just one example.
And also I'm not sure if you realise that that report button literally does nothing besides notify you if they get banned for any reason.
And even so, their software is trying to detect cheats, and so might not be perfect.
Oh, were you fooled by it?
Yeah can't blame you, but I wasn't.
The game doesn't have to install anything to collect user data.
They can do that themselves. In fact they do.
The 3rd party anticheat is just a easy way to defend evolving threats, without having to spend a ton of money doing it yourself.
My explanation was effectively what client side anticheats can do, though I avoided mentioning RAM because I didn't want to confuse someone as clearly intelligent as yourself.
Go and search it up, the use of client side anticheat.
Tell me what would happen if I started landing 100% of my shots.
After a match, I'd get banned.
My game would detect I was cheating, even though the sever wouldn't really be able to.
After all, I could just be really skilled.
My packets would look exactly like legitimate packets.
You're forgetting that you're not exactly sending packets (that's a network term by the way) to the sever saying you have cheats installed.
The client side anticheat detects the local program, and then sends packets to the sever to ban you.
Yes it's important to have Firewalls and defence measures on your sever to prevent them from being SQL injected (that's a db (that's a database term by the way) term by the way))
The local anticheat software detects when the game or itself is tampered with.
Anyone with an ounce of the most basic computer science knowledge knows pretty much everything I've just listed.
If all cheat detection was sever side, then hacks would've already developed to be very subtle to those systems, and but still grant an advantage.
If all you had to do to stop hacking was just write exceptions on the sever, hacking wouldn't exist anymore almost at all.
if speed > (maxspeed):
ban(user)
elif damage > (maxdamage):
ban(user)
You could literally just do that for all cheats and boom, cheats gone.
But it doesn't work like that.
We need client side to monitor the user properly.
Otherwise the user can just tell the sever whatever they want very easily.
There was a whole big thing recently, about the antimalware widespread Windows program, Crowdstrike.
Now Crowdstrike had kernel (that's another computer term for ya) level access, which was the reason for the massive outage when someone went wrong.
Following that, there was a group of gamers who were worried about that happening to a widely used client side anticheat, as many client side anticheat have kernel access.
These claims were thankfully false alarms, for reasons I won't get into. I don't exactly expect you to read this far anyway, even if you could at all.
If client side anticheats weren't a thing, nobody would've ever been worried about it.
Now do your research before leaving any other comment like th- oh nevermind you're already replying immediately...