altright voters paylol , no <| sep |> IIRC , there was one in the video he made after he came home from KBHAC . I think he was talking to Ella again . <| sep |> That ' s actually not HippeHoppe ' s point though . He ' s saying that there is a libertarian case FOR these things not just well if we have to then I guess this version would be ok . Check out the readings recommended . <| sep |> Candied yams sweet potatoes . <| sep |> It ' s working as intended , See All your kills You just miss shots serverside when it crunches the numbers . We cant see , but if you could compare what you saw and the server saw in your client , then see the % ACTUALCOORDINATES % the server ran the math against you may find your shots got there a little earlier or later than shown even . Your positioning , the route your ISP made you take for that ' FIRE ' packet to the valve server . every little variable taken into consideration would explain it . And it definitely all comes down to the shitty networks we have today . I ' ve never been to a LAN on a 1 gbps under 1 ms ping match where I ' ve had accuracy issues . One thing valve cant control is when a packet is dropped across the Literal Thousands Of Routers on the way to their servers , and it has to get resent by your client because it never made it , Or if your net is flaky . Or anything . Until the entire planet is a fiberchain with 0 % loss and lowest packet travel time you will have issues like this in absolutely every single multiplayer game . There is Latency Compensation to help you still hit shots if your ping is 999 No higher by the server ' rewinding ' up to an entire second to see if your shot was over an enemies hitbox So it calculates as if you had 0 ping , fair and just to what was on your screen vs when the shot landed serverside but external problems like your connection dropping packets or typical internet packet loss is uncontrollable and is literally why TCP exists . But the ' game data ' we play in doesn ' t use TCP now does it . That would cause more issues than fix vs just letting a dropped packet slide . Some TCP games would freak the fuck out for a moment when a packet was lost , servers even ' waiting ' for it to arrive pausing everyone else unintentionally to prevent going out of sync .