It's an argument of philosophy. Is the shot more important than tactical movements? Or vice versa? If you ask me, it is FAR easier to predict where your shot will land than to predict where the server has you pinned when the other guy pulls the trigger.
And the number of times that is actually important in a match is practically negligible. You talk as if tactical movement, as in real-world tactical movement, makes you able to dodge bullets. With the already low movement speed and inertia, you're not going to be making reactions quick enough to make a difference. Even poking out from cover, snapping off a shot, and dropping back behind cover, takes most of a second. More if you actually aim. Erratic movement will still make you hard to track (the reason it's done in the real world), it just won't have the unrealistic extra benefit of forcing the shooter guess which way you're going to move next between the time he takes the shot and the time the server gets the message (which obviously does not exist in the real world). Strafing back-and-forth when an enemy starts shooting at you from 10 meters is not tactical movement, it's taking advantage of the network model that penalizes the shooter. When you get in close, the guy who stands still and tries to make an aimed shot will almost always lose to the guy who jitters around firing hip-shots, even if the moving guy takes multiple bolt-action shots to hit. With its networking, close-quarters RO2 combat resembles Benny Hill more than it does Stalingrad.
So you'd have to rely on stuff like suppression fire, smoke, short dashes between cover, and other such tactics. You know, the kinds of tactical movement used in real life. That's what Mekh's point about LANs was. If you were to play a match on a LAN, your bullet-dodging stuff would not work.
And I do find amusement that penalizing run-and-gun gameplay is now considered a flaw of the client-side hit-detection, rather than a benefit.
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