Play BF3. See ALL the issues.
I would like to see Tripwire's reasons rather than someone else's speculation.
No it doesn't, there's no clientside lag compensation and everything happening in your screen is in real time if you have ticked one frame thread lag off. If you're shot behind cover, it's because you got shot THROUGH it or got a hit just before getting in cover and bled out really fast. Happens more than you think.
Okay, that's completely nonsensical. It doesn't even stand up to the most basic of examination: if that were true, that you were seeing everything in real time, you
wouldn't need to lead for latency.
As for the idea that you can't die behind cover, time to educate yourself:
RO2: "dying around a corner" - YouTube(Note the particle effects clipping through the wall as the MG lights it up; this was done to demonstrate the inevitable speculation that the shot was made through the wall. It was not, the bullets can not penetrate that wall.)
What you say would have been true in early Quake 1, when you had a delay between your movement input and the server passing back the information that you moved the way you wanted to, while you see yourself standing still until the information gets there and moves you along. In a game that doesn't have server authority over every single action, you can move and act freely on your client, and you simply send that data into the server. This is how RO2 (And really, the vast majority of games) do that portion of the networking. So, say you have a 50ms delay to the server. You move, then 50ms later the server sees you start moving, and (say) 50ms after
that the other people see you move. Nobody's computer agrees about where
anyone is. What the other people see is your movements 100ms ago, what the server sees is your movements 50ms ago, and what you see is what your movements are right now. It's a basic flaw of physics, actually; it takes time for stuff to get places. The networking model a game uses is that game's decision on how to handle that discrepancy.
Seriously, this is
basic internet gaming mechanics. It should be blatantly obvious, yet I'm continually amazed by how many people repeat things that have no basis in fact. Client-side, server-side, it doesn't matter. The only way to get rid of that is a target-side model where the
target decides if it's been hit, and the flaws in that are even more extreme than the ones we have now!