Lag

Lag

Five kinds of lag and three levels: what the cheater feels, for how long, and when lag doesn’t kick in.

3 min

Lag is the nastiest thing you can do to a cheater short of a ban: hits don’t land, they get pulled back, the camera jerks around. It looks like a bad connection, and they just lose the fight.

Kinds

KindWhat happens
Hit delayHits and swings reach the server late.
MissesSome hits don’t count: the swing shows, but no damage or knockback.
SetbacksThe player is pulled back a few ticks.
GroundingPulls them down: lower jumps, no hanging in the air. Never pushes sideways.
Forced turnThe player’s camera is turned away.

Levels

LightMediumHeavy
Delay100 ms250 ms500 ms
Misses50 %, up to 3 in a row75 %, up to 8 in a rowall
Setbacksevery 3–5 s, 3 ticksevery 1.5–3 s, 5 ticksevery 0.5–1 s, 10 ticks
Turnevery 3–5 s, 10–20°every 1.5–3 s, 20–45°every 0.5–1.5 s, 45–90°
Groundinglower jumpsbarely liftpinned down

On light and medium, setbacks and turns only happen in a fight, meaning the player hit someone or got hit by a player in the last 5 seconds. On heavy they always happen, so running away doesn’t work.

When there’s no lag

  • While a player is being recorded for the dataset (/mlsac start), no lag applies to them at all, since it would chop the recording into pieces. Other suppression and commands still work, and the lag resumes when recording stops.
  • In creative, spectator, and in regions or worlds without checks.
  • For players with mlsac.suppression.bypass. It’s part of mlsac.admin, so you can’t test lag on an op account.