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  • VerusLT
    User
    Member since October 28, 2017

    Review of the video for educational purposes. Two suspected cheaters in one video:

    https://www.247fairplay.com/CheatDetector/Uncut_HeXe
    https://www.247fairplay.com/CheatDetector/II-Whaneda-II

    http://battlelog.battlefield.com/bf4/user/Uncut_HeXe
    http://battlelog.battlefield.com/bf4/user/II-Whaneda-II

    Source Video: Battlefield 4 | PC | One Minute To Rule Them All #27
    https://youtu.be/sRlXBnKOCkw

    Free tools lile "4K Video Downloader" can be used to download 2K version. Wached 10 minutes at 0.125 speed (80 minutes of real time). All provided times are for MPC-HC (CTRL+G)

    I suspect two things here:

    a) Hidden ESP - player can horizontally focus on invisible enemy via specially mapped key. Side symptom is that frequently ESP aligns cross-hair horizontally with invisible enemy, but player will end up aiming at obstacles and not at entrance points where enemy could enter.
    b) Aim-bot due to aiming reaction times and aiming position.

    Asking for video recording to prove innocence will be useless, because Hidden ESP + human like aim bots are designed to counter such requests.

    Some examples of suspected Hidden ESP:

    Aim Starts  - on Enemy  - Enemy Appears - Notes.
    00:47.517 - 00:47.732 - 00:47.948 - ESP aim end is on the wall.
    00:51.172 - 00:51.400 - ESP aim end is on the wall (Enemy is on mini-map already).
    00:59.600 - 00:59.939 - 01:00.983 - ESP aim end is on the wall.
    04:50.882 - 04:51.133 - 04:52.763 - Player is holding aim at the obstacle.
    05:00.819 - 05:01.337 - 05:01.264 - ESP aim is dead on the enemy 70ms after it is visible.
    - Human reaction time can't be less than 90s.
    05:27.482 - 05:27.650 - 05:27.750 - This one is obvious: ESP aim end is on obstacle. Enemy hides. Player starts shooting at 05:29.533, but enemy gun starts coming out visibly of the corner at 05:29.600 i.e. 63 ms later. Human reaction time can't be less than 0s.
    06:58.157 - 06:58.567 - 06:59.567 - Watch how player is tracking invisible enemy behind the stairs, just before enemy appears under player's crosshair.

    Couple examples of horizontal aim-snapping at targets visible on mini-map only:
    Aim Starts - on Enemy
    07:32.533 - 07:32.770
    07:33.370 - 07:33.570

    From player reaction, to environment events, you can see that player reaction time is normal. For example
    09:57.343 - Flying C4 appears in the centre of the screen and flies towards the player.
    09:57.959 - Player starts strafing to the right from it after 600 ms.

    Some examples of suspected Aim-bot due to reaction time too fast for human. Reaction time of less than 90 ms is considered a false-started in Olympic games. Olympic sprinters can achieve reaction times of 109 ms. Player changes aiming before or much faster that human can, after kill clues are visible on the screen:

    06:51.857 - Shooting the enemy
    06:53.150 -Last bullet, which will kill the enemy left the gun. Starts aim at another target far in the corner hidden under mini-map.
    06:53.216 - Kill confirmed for the first enemy (66 ms before visible kill confirm)

    06:54.364 - Kill confirm message starts appearing on the screen
    06:54.383 - Starts aiming somewhere else (12 ms after visible kill confirm).

    07:31.383 - Kill hit mark appears
    07:31.400 - Starts aiming somewhere else (17 ms after kill hit mark).

    09:08.984 - Kill hit mark appears
    09:09.006 - Starts aiming at another player (22 ms after kill hit mark).

    Note: 10-20 ms would be one video frame delay of an aim-bot if game is running at 50-100 Hz.

    Other Notes:

    Players aim exclusively between neck and the sternum, which is also happens to be the golden spot for aim-bots, because only small movement is required to make decision between normal shot and head-shot. Aim-bot can switch to head-shot if player drops to critically low health in a gun fight. Distance, doesn't matter, even if enemy is far away and couple pixels in size.

    There are a lot of other strange things, like poorly visible cross-hair dot, which is not the problem if player not required to track the target with it.

    Aiming pattern is weird too. In many cases, player aims horizontally first and vertically after. Doesn't make sense for human, but makes sense if two artificial aiming modes are used: ESP aiming - locates player horizontally (much less suspicious if vertical aim if off), then aim-bot takes over and adjust vertical angle during engagement.

    P.S.: Not sure about this due to the game mechanics (aiming during explosions), but looked suspicious:
    At 05:11.297 Player got hit by something heavy.
    Target shifts - 05:11.386, 05:11.400, 05:11.417, 05:11.433
    Target on enemy - 05:11.450
    Target shifts - 05:11.467
    Target on invisible enemy - 05:11.500
    Target shifts - 05:11.517
    Target on enemy at the same moment when it became visible - 05:11.583
    Which is a lot of precision aiming in a time impossible for human.

  • VerusLT
    Retired Staff
    Member since May 05, 2017

    Thanks for your report. We will have to review the evidence and it might take us a few days.

  • VerusLT
    User
    Member since October 24, 2017

  • VerusLT
    User
    Member since October 28, 2017


    "

    Uncut_Hexe is former 5on5 ESL fighter

    tomopcver
    Between 1992 and 2018, 140 Olympians were stripped of their gold, bronze and silver medals for cheating. Highest achievement does not guaranty fairness. Human greed and real cheaters make every good and decent player a suspect.


  • VerusLT
    Administrator
    Member since May 08, 2017

    I do not see anything odd in that video, other then good situational awareness and aim. Combine that with close quarter map and a shotgun and you can wreck the enemy.

  • VerusLT
    User
    Member since October 28, 2017


    "

    I do not see anything odd in that video, other then good situational awareness and aim. Combine that with close quarter map and a shotgun and you can wreck the enemy.

    Scavenger
    It is not about good aiming or general good awareness. It is about horizontal aim stopping at invisible enemy before that enemy appears on the map and is too far away to give any audio clues. Also it is about switching shooting at second enemy 10-12 ms after first video clue about death of the first enemy is visible.


  • VerusLT
    Administrator
    Member since May 08, 2017


    "


    "

    I do not see anything odd in that video, other then good situational awareness and aim. Combine that with close quarter map and a shotgun and you can wreck the enemy.

    Scavenger
    It is not about good aiming or general good awareness. It is about horizontal aim stopping at invisible enemy before that enemy appears on the map and is too far away to give any audio clues. Also it is about switching shooting at second enemy 10-12 ms after first video clue about death of the first enemy is visible.


    VerusLT
    I haven't really noticed that personally. Will type out my thoughts on each of your timestamps somewhere today.


  • VerusLT
    User
    Member since October 28, 2017

    Hexe gave some "classic" responses like this on YouTube video already:

    "I know how many bullets i need or better how much time i need to kill someone with a certain weapon. Therefor I can switch targets extremely fast, because i dont wait for the kill to pop up."

    This assumes that player must spend same amount of time or bullets to shoot the enemy. But this is not what happens in the game. Kill time and amount of bullets vary. II-Whaneda-II with ACE 23:

    06:51.857 - Starts shooting first enemy
    after 1293 ms or 16 bullets
    06:53.150 - Starts aim at second enemy
    06:53.216 - Kill confirmed for the first enemy (66 ms before visible kill confirm)

    06:53.644 - Starts shooting second enemy
    after 720 ms or 9 bullets
    06:54.364 - Kill confirm message starts appearing on the screen
    06:54.383 - Starts aiming somewhere else (12 ms after visible kill confirm).

    07:30.016 - Starts shooting first enemy
    after 500 ms or 7 bullets
    07:30.516 - Starts aiming at second enemy

    07:30.750 - Starts shooting second enemy
    after 633 ms or 9 bullets
    07:31.383 - Kill hit mark appears
    07:31.400 - Starts aiming somewhere else (17 ms after kill hit mark).

    09:08.159 - Starts shooting first enemy
    after 825 ms or 10 bullets
    09:08.984 - Kill hit mark appears
    09:09.006 - Starts aiming at second player (22 ms after kill hit mark).
  • VerusLT
    Administrator
    Member since May 08, 2017

    00:47.517 - 00:47.732 - 00:47.948 - ESP aim end is on the wall.

    • I don't really know what is odd there.


    00:51.172 - 00:51.400 - ESP aim end is on the wall (Enemy is on mini-map already).

    • Enemy indeed on the map already. With some general map knowledge you can predict he will come through the door.


    00:59.600 - 00:59.939 - 01:00.983 - ESP aim end is on the wall.

    • Do not really know what you mean, while moving the gun indeed points to the wall. This is normal.


    04:50.882 - 04:51.133 - 04:52.763 - Player is holding aim at the obstacle.

    • Red dorito appeared right before he aimed. He waits till he appears again but then moves on.


    05:00.819 - 05:01.337 - 05:01.264 - ESP aim is dead on the enemy 70ms after it is visible.

    • Aim is not dead on, more enemies appear as well. Enemies are always in that building, making it easy to predict where his teammates (blue rev icons) got killed from.


    05:27.482 - 05:27.650 - 05:27.750 - This one is obvious: ESP aim end is on obstacle. Enemy hides. Player starts shooting at 05:29.533, but enemy gun starts coming out visibly of the corner at 05:29.600 i.e. 63 ms later. Human reaction time can't be less than 0s.

    • Enemy near truck was there for quite a long time, then the ladder guy appeared. Before the ladder guy appeared you see the truck guy move towards the side with the containers. After ladder guy got killed, I would personally also have checked my corners for that truck guy who might be climbing the stairs while I was aiming the other direction. While it does not seem to be the truck guy who appears at hexe's left, another guy does and gets killed.


    05:29.533, but enemy gun starts coming out visibly of the corner at 05:29.600 i.e. 63 ms later. Human reaction time can't be less than 0s.

    • Slowing down a game recorded at 200fps, then being cropped to 60, makes frames disappear. Those do not magically appear again when slowed down. Aiming is normal too. It seems logical to me he kept aiming at the guy he fired before as there is a big chance he will peek out too quickly.


    06:58.157 - 06:58.567 - 06:59.567 - Watch how player is tracking invisible enemy behind the stairs, just before enemy appears under player's crosshair.

    • Enemy was visible 2 seconds earlier on the minimap, and one second before on screen. Shadow also visible while he tries to climb down the building.


    07:32.533 - 07:32.770

    • Do not know what is wrong there. Normal aiming, searching the area for enemies that are not longer visible on his map.


    I am going to stop there. I do not see any evidence of something being used. The other moments all seem to be explainable the same way these are.

    Closing thread to prevent spamming.