Honestly, I have 160ping on even local servers sadly, and I have to lead my shots up to like 5m before I get a hit.
This is because in-game ping = network latency + server computation latency.
This is why when you search for a game in the browser the ping is almost always lower than while in the game.
The reason this happens is because this game is VERY CPU intensive due to all the bullet physics computations going on, and the fact that the engine really isn't multithreaded at all, loading just one server core very hard.
Most modern servers are OK up to 32 players, but when the player count is cranked up all the way to 64, there simply isn't a server CPU made today that can handle the load, without adding server computation latency.
Personally I ping ~13ms to the 2fjg server, but once inside my ping is often as high as 160ms...
Something really has to be done from Tripwires side to address this, especially as community maps get larger and load the server CPU harder. They probably don't have the option to multithread, as it would likely require rewriting the entire engine.
Since the client side supports PhysX, I wonder if the server could be coerced into using it as well. That way you could put a GeForce card in your server and use it to offload physics calculations, and thus reduce server calculation latencies. it would be unorthodox and kind of weird, but it might just work...
Otherwise the options are going to be to sit around and wait for single threaded server performance to increase, make smaller maps or limit servers to 32 players...