[quote author=Legion_ link=topic=811.msg8431#msg8431 date=1361062960]<br />http://www.youtube.com/watch?v=XkeZmpIEbjw<br /><br /><br />look at this.<br /><br />[b]look at it.[/b]<br />[/quote]<br /><br />I am looking at this.<br /><br />[0:08]<br />Clearly you are colliding with another player at the time of this shot. This means that due to the collision, your client thinks he is at a different position than the server does and therefore your shot misses even though you appear to have aimed well.<br /><br />[0:31]<br />It would appear that you are being shot by one of your teammates from behind, which has the same effect as collisions in that your client thinks he is at a different position than the server does.<br /><br />[0:55]<br />Your shot appears to be aimed well since only a few predicted bullet puffs show on the wall behind the player. However it would appear that you had a latency spike around the time you fired because the opposing player&#039;s message to fire was received by the server first and you were dead before you could fire as far as the server is concerned.<br /><br />Since you didn&#039;t provide a demo or any other means for me to further investigate, I can only give you my best guesses as to what was happening based on examining dozens of similar demos.<br /><br />It&#039;s worth noting that bullet puff predictions are great when your player is not being affected by external forces like player collisions or thrust from a weapon. Unfortunately, they also lead to confusion when the prediction is incorrect and that was one of the reasons our team was hesitant to add that prediction feature.<br />