Okay, so interestingly, it started with me asking Bones to help me test my shots, so we played a game. I took clips of some very suspect-looking kills I made (so its all entirely my POV) and slowed them down to 0.1x, and uploaded them. The video is here: http://www.youtube.com/watch?v=Uz13gTgt0to<br /><br />You should get the idea. According to dr_sean, the reason this happens is the client sends the exact snapshot of when your weapon enters the bullet generation frame to the server, where it then calculates damage (if any) and then applies it retroactively to the game about 2 or 3 tics (70-95ms) after you fired it (this stacks with your latency, by the way), so it will appear that you shot dudes through walls. <br /><br />So while everything looks correct in the slow motion, there still is a perceptual delay in real time ([url=http://www.youtube.com/watch?v=lcYW1hMGQk8]click here[/url]) because of the enemy player dying much later. This is because the majority of players (myself included) use bulletpuffs and blood puffs as a reference for shot placement and accuracy.<br /><br />Since we switched over from ZDaemon where &#039;fake&#039; bulletpuffs were sent out the very instant you fired your weapon, a lot of veteran players are thrown off by how Odamex&#039;s unlagged functions. Hopefully this post will clear it up.