Please take the time to read RammJaeger's post about this.
And yes, let me see your idea of dying behind cover with the current state of RO2. I'm curious to see just how confused you are.
You say this like you think it's an impossibility. This phenomenon of "dying around a corner" is an inherent side effect of every networking model that includes client prediction. The only way you can design to avoid it is to use
target-side hit detection. It's impossible to die around a corner with that method. It's also next to impossible to hit anything since it double-dips latency, which is just one of many reasons why nobody uses that method.
I had deleted my footage from a couple days ago to take more footage, but it only took a few minutes to set up a test case to demo the phenomenon, so enjoy:
RO2: "dying around a corner" - YouTube
Also, that Ramm post earlier in the thread is largely about hit
display effects, which are the blood sprays and the meaty/helmet sounds. Only his last two paragraphs discuss the hit resolution itself, where he claims, a year prior to release, that the issue will be solved via entity prediction. After the fact, that is clearly not the solving the problem. In fact, the game as released doesn't seem to have any entity prediction running at all, or everyone who runs up to a corner and stops there would run out past the corner and then warp backwards behind it as the movement caught up to the prediction. So, no, it doesn't solve the problem, and it can't, unless you want to break gameplay in ways that are visually blatant.
Having trouble hitting people up close because of tickrate issues and the "bullets having no effect" phenomenon is far, far off from wanting lag comp because you can't handle predicting a shot with 200ms ping.
"Tickrate issues" and "bullets having no effect" is exactly, entirely about latency compensation. You're talking about the same issues that myself and all the others in this thread are.