Kanna. wrote:
In your video you hit bhops much more consistently than everyone i have ever seen! Very impressive.
Your keyboard overlay shows you pressing spacebar somewhere within 0-100ms/0-3 frames range of landing the hop.
I believe it's very improbable that you would hit every single one of those hops without some sort of automation. Becuase i remember that you can only hit a perfect bhop when you
+jump on the tick that you also
-jump the ground; considering the server has lerp of 100ms and runs at basicly 16 tick (according to a source whom seem to know much better than me) - it could be some ultra lucky but also unintentional network-delay exploit, that allows you to hit the perfect hops despite having input-inconsistentcies in that 100ms range. I don't know.
But it seems like the LT has other evidence that justifies them to keep denying this.
"I believe it's very improbable that you would hit every single one of those hops without some sort of automation."
Inprobability isn't an argument for cheating, unless the CM wants to do a dream-like investigation into the "probability" of hitting hops.
"Becuase i remember that you can only hit a perfect bhop when you
+jump on the tick that you also
-jump the ground"
You can -jump when you are not onground, not on the same tick as landing, and plus we don't know if all the hops are "perfect".
"considering the server has lerp of 100ms and runs at basicly 16 tick (according to a source whom seem to know much better than me)"
The server doesn't have "lerp" from what I understand. Lerp is used for animations of other players on the client, the ticks of the client don't go through interpolation as that wouldn't make any sense. The main thing that effects the ticks and tick counts to differ from the server is ping. Also, the server running at a lower tickrate gives smol an even bigger window for a "perfect" bhop as well (63ms window).
"it could be some ultra lucky but also unintentional network-delay exploit, that allows you to hit the perfect hops despite having input-inconsistentcies in that 100ms range"
The main "input-inconsistentcies" is ping (not lerp), but the server has lag compensation (3 ticks of adjustment for 16 i'm pretty sure), so he should be able to hit hops well, as the ticks being sent to the server will have the tick count of when he was on the ground. Also, a networking exploit would be overkill for a bhop script and would probably cause jittering of smol's player model for other people to see.
May just me being wrong though :troll: