That's cool, but none of what you said matters. The ballistics in PRMM are much more responsive and a helluva lot less laggy than RO's.
No. They're not. You're led to believe it by the Battlefield 2 engine's latency compensation. But all that really does is make an uneducated guess at where the serverside hitbox is compared to the client side model based on an arbitrary default latency value. If you're interested, the default value is 100 milliseconds. But you can adjust it ingame if you want to - the console command is "SettingsManager.floatSet GSDefaultLatencyCompensation x.xxx" where "x.xxx" is your desired compensation in seconds. So if you have an average of 50 ms latency, you'll want to set it to 0.05...
The problem with this approach is that it only works if the default latency compensation is set correctly, and even then it can only predict linear movement, so if your opponent is moving erratically (say, pronespamming) it makes it almost impossible to hit him because your view of the opponent will be completely messed up compared to his state on the server.
It also means that with the default value of 100 ms, if you have a decent latency then you'll actually notice that the hitbox is lagging behind the visible object you're shooting at. You don't notice it much with infantry, but with helicopters and jets it is noticeable. You actually have to aim a few meters behind the aircraft to hit it. If you have a stable latency and mess with the default latency compensation then that helps, but it's still not a very good solution.
No, there is no
physical real world reason why you have to aim in front of a guy at 5 meters. But in order to get the game to perform the way you want it to, you'll have to use client side hit detection, and that makes the game terribly easy to hack. So what do you prefer: an RO where you have to take latency into account? Or an RO where there are more hacks and aimbots than in Counter Strike and Quake combined?
I really don't know why people are debating this. Go play a game of RO and you'll know what we are all talking about.
I'm debating this because I know a bit about how different netcodes work, and what the advantages and disadvantages of each approach is. And I know that even while it may not feel quite realistic, the unreal netcode is far better technically than most others out there. It is less susceptible to hacking and more stable than most other online shooters in existence.