Created attachment 378 [details]
proof of desync
Projectile weapons currently lack any prediction in unlagged. This creates a dichotomy when playing high ping games. Hitscan weapons are fixed to be powerful and usable for everyone regardless of ping, while projectile weapons are constantly desynced even client-side due to lag, making them even less useful in comparison. This means current Odamex 1on1 favours hitscan weapons too much, at least in games involving high-pinging players.
I believe the visual client-side lag that keeps projectiles in sync with server reality is more disruptive to players' perception than "fake" non-synced projectiles that go through enemies or hit "thin air". It is easy to mentally disregard the misses, but it is off-putting to deal with selective lag for certain weapons that includes a delay between pressing fire and projectiles appearing or outrunning your own plasma shots.
Attaching a demo of this effect at 120ms ping. You need chill3.wad.