All problems of "lag compensation" are present in some other game made with whole different mindset.
And lag compensation will always fail when you try to compensate for 300, 400 or 500ms. It's just too long. 500ms is 3 times longer than human reaction time. Now that would be really annoying to die 500ms (or even 1s considering all kinds of lag shooter-> server-> you) after you got behind cover, wouldn't it? But nobody has tried to make a lag-compensating system, that would work only up to 100 or so ms. I trust in TWI. I know they are talented and they learn from other's mistakes. So why should I assume that they are not capable of doing such system right?
And at 90 feet, which is less than 10m (EDIT: I was tired and yes, this is a stupid mistake, I thought about 30, nevermind...), bullet from rifle travels less than 1/80 of a second, that is around 12ms (with 8mm mauser around 13ms). It takes 8 times less to cover that distance IRL than with 100 ping and hit-scan. In 12ms your target can move a few centimeters. With 8 times more time he can move out of the way of the bullet. 8 times more is a LOT more.
You can ignore 12ms, most of us probably couldn't tell the difference between 0 and 12ms lag. But the difference
between 12ms and 100+ms is very big.
Date? Tuesday? Monday? 17 o'clock, GMT +1, choose some server where your ping will be in 100-150 range and lets see, how you can hit reliably more than 60% of the time. There's only one rule -you can only shoot 1s after I start moving.
EDIT: one more rule: you keep your firing rate at reasonably high level, because I'm pretty sure that in game you don't have unlimited aiming time.
Hitscan at 10m with lag compensation = you have to take 10cm (0,012x8) less lead (assuming your target sprints at 8m/s) than in real life. So much, right?
100ms lag at 10m with hitscan = you have to take 70cm more lead than in real life. It's 2,5 "side of the body" length. That makes a huge impact on your point of aim.
So basically: you aim at 10m at russian sprinting perpendicular to the line of fire. IRL you aim at his center mass and you hit area around his spine (he moves 10cm). With hitscan and lag compensation you aim center mass, you hit center mass (so the effect in game is the same as in real life). With standard RO lag you hit 65cm behind him (IRL you hit, in game you miss badly).
I know that we can all live with 100ms lag, and that no lag compensation is better for competition etc. But do you really think that aiming at thin air each time you shoot is better for immersion?
I used to be really good with kar98k. Now I'm a tanker (mostly Darkest Hour tanker, cause DH tank combat is IMO much better). I have no problems with playing this game succesfully. I just don't like the way it's played.