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Or perhaps I should have titled it, "How mao worked"?
Ok, so this is information only for the people who don't fully understand what is going on when they press that little yellow button. If you have any questions ask below.
[What is mao?]
Mao is (of course) a type of lag in mgo, it used to be scarce and powerful, no one could stop it. However, now there are more maoers than normal lagswitchers in mgo. With more maoers people eventually realized that mao could be countered with the same programs used to create it, so everyone who cares enough about being mao'd eventually started countering too. Mao was named after the first glitcher to use it, (in mgo) Melissa Mao. Although the programs for mao had been used in online games way before Melissa imported it into mgo. I would say that the discovery of mao in mgo was inevitable, if Melissa didn't import it someone else would have.
[What does mao do?]
In mgo, the animation packets are sent between each player (P2P). Which means that they aren't sent directly through the host first, like the other packets in mgo. When you poison your PS3 and set ZoneAlarm's security slider to high, (With the hosts IP in the Trusted zone.) it interrupts the traffic of animation packets being sent between the players. This means that people will spin in place on your screen, same thing goes for your body on everyone else's screen (except the host, his IP must be allowed in ZoneAlarm.)
After approximately 11-12 seconds the server realizes that you aren't receiving the packets, and re-routes them through the host. It usually isn't possible to get more mao then 11-12 seconds. If someone says that they can get more time they either counting too fast, lying, using a different lag, or a direct descendant of Jesus Christ. (It is possible to get more than 20 seconds of lag, only with another type of lag. I've done this and I know people who've done this with a type of lag that can be achieved through similar mao programs. BUT IT STILL ISN'T MAO.)
[Will it work on other games?]
Not exactly. The same programs for mao are used to lagswitch in other games, however it's likely that it won't have the same effect. As I mentioned above, mao exploits the way the animation packets are sent, most games send them directly from the host to the players. If you were to find another game that sends them P2P, mao would probably work, but only if the other packets are sent through the host first, if not then you will only be able to lagswitch normally, because it will block all of the packets being sent.
[How did the patch fix it? And can it be bypassed?]
I don't know exactly how they prevent mao in the new patch, but I'm assuming they used the easiest solution.
The easiest solution I believe, would be to set the server not to switch the route of the animation packets to P2P. Konami probably set the server to route the packets to through the host automatically and permanently. No mao + no nade lag + no mgo lag. 3 main problems solved in one step.
It probably wasn't that simple though