While with client side prediction, there is just nothing to compensate, you have no control over the things. When you get shot behind a corner, there is nothing you can do in order to prevent it. You die completely randomly
Four things here.
First, completely randomly? Come now, it's not random, you die because someone shot you. The bullet doesn't materialize out of nowhere, the networking model doesn't make you spend extra time exposed, and your actions don't look any different on another client's screen than they do on yours. It's no different, functionally, than recording a video and playing it back for someone else 200, 300, whatever milliseconds later.
Second, the game already has this problem. Where you see yourself is not where you are on the server, and the server is the arbiter of what happens. You will "die behind cover" (a terrible term, but we'll go with that) regardless. You get the choice of "dying behind cover" and having shots go where you see them, or "dying behind cover" and
not having shots go where you see them. If this bothers you so much, you should already be feeling it. If not, well then, twice more of nothing is still nothing, eh?
Third, if you didn't see the person that shot you, that'd be your fault. It's Red Orchestra. Not only is getting killed by someone you didn't see
a staple part of the gameplay, but the maximum sprint speed is 5 meters/second, half to a third of what other shooter games have, and you can't even fire while sprinting. People are not going to magically teleport out of nowhere to shoot you within 150 milliseconds. There is nothing you could do to change the outcome of an event in that time window without engaging some sort of Matrix-style bullet dodging. The crude networking lets you do exactly that sort of bullet dodging, but surely that's not considered a good thing.
Fourth, do you really consider this the greater evil? Okay, so absolute worst case scenario, at a full sprint and a **really** laggy player shooting you, it might appear like you die 3.0 meters from the place you actually got killed at. So to restrict that disparity to 0.75 meters, you think it's worth giving up WYSIWYG weapon mechanics? It's worth making hallway-crossing shots mathematically impossible? It's worth making zig-zag evasives an effective tactic against
rifle fire? I have a really hard time understanding why anyone would actually make that choice from an informed position.
The problem is you have to lead ahead on low ping servers also, I suspect because there is a delay in the server.
You have to add extra lead on any server with a ping greater than zero, by your ping time. Lower pings decrease the amount of additional lead, but it is always non-zero. It's a gradient going against personal opinion.
Everyone will have a different threshold for what they personally consider tolerable, for me I'd say it's down in the 20ms range. Even that tiny amount of delay is still enough to make shots miss for no reason, but at least it'll be fairly infrequent at that level. Too bad it's utterly unattainable on an internet connection. I get more than that just to get to my own ISP's own nameserver.
A precision shooting game is, in my book, disastrously flawed by a lack of latency compensation, which is why I post so much in these threads. RO2 could be so much better with what can be a very minor code addition.
But yes, there is an extra delay in the server. Your shot doesn't get run until the next server tick. At the default tickrate you're looking at 25ms average in addition to the connection latency.