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.