[quote author=Sabertooth link=topic=673.msg6915#msg6915 date=1338071856]<br />I would count hide as an option either since the shots go around corners.[/quote]<br /><br />The term &quot;Unlagged&quot; is a horrible misnomer but for some reason it became popular in the FPS world and gives people an incorrect idea of its purpose.&nbsp; Unlagged logs where every player is every tic.&nbsp; When the server gets a message that player X fires a hitscan weapon, the server temporarily moves all other players back to the position they were in when player X pressed fire on their computer, which is usually equivalent to player X&#039;s ping in terms of time.&nbsp; The server then decides if anyone was hit, etc, and then moves everyone back to their current position.&nbsp; So far, so good.<br /><br />This has the effect of killing you when you appear to have gotten behind cover.&nbsp; Your opponent, usually with a high ping, pressed fire while you were still visible on their screen.&nbsp; Their high ping means you&#039;re able to get behind cover before the server gets the message that your opponent fired.<br /><br />The Valve developers have a blurb on that very effect here: [url=https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization#Game_Design_Implications_of_Lag_Compensation]https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization#Game_Design_Implications_of_Lag_Compensation[/url]<br />