If you want to see the phenomenon in an obvious form, find someone with a bolt action rifle and run random zig-zags while you charge them. Repeat that a few times. See often they actually manage to hit you. It'll happen now and then, but the usual outcome is that they get stabbed.
Or, even better, find someone covering a doorway / wreckage gap / whatever, where you can run across their narrow line of sight without stopping. Sprint straight across the gap from one side to the other. See if anyone ever manages to hit you. It literally cannot be done. At all. The only way they can hit you is to start firing before they see you.
lol.. Average speed for a 9mm handgun round is about 370 yards (1100 feet) per second. Some large caliber rifle rounds travel at speeds up to and beyond 1340 yards (4000 feet) per second.
With that in mind, i find it funny that i have to lead people (depending on if my ping is 60 or 200+) by around 1-3 yards when they are only about 20-30 yards away from me..
Lets do some math!
Lets say my bullet is traveling 1000 yards per second..
And my target is 30 yards away..
That means it should take 0.03 seconds to reach its target..
The average running speed of a human is 7.33 yards per second..
That means your target should move about 0.004 yards between the trigger pull and bullet impact..
Now, 0.03 seconds is equal to 30 milliseconds..
30 milliseconds should be equal to a ping measurement of 30 ping..
If we add 180 ping (The average ping on 50+ player server) to that calculation we get 0.21 seconds..
This means that before your computer can even send a third ping/packet (Third bullet) to the server, the server should have already registered that player HIT/Dead, assuming the hit registered.. if it even registered in the first place..
This data suggests that there are major problems with RO2 and its current ping/netcode/hitreg/ping compensation system.. Considering the amount of lead required to hit a target at a distance of 30 yards (which is my average engagement range with an MKB/SMG)
I would love to see this process optimized by TWI in the next patch, because it obviously isn't preforming like it should be.
Tips for TWI: look at Counter-Strike's netcode and hit detection model as an example of how it should work.
-plex
EDIT: not to mention you shouldn't have to lead a person AT ALL at these distances.... and when they are zig-zaging toward you, you should be able to aim very slightly ahead if not directly at them and kill them.