FireArieM4ngoLHow is tf2's hit reg bad?
It's not.
*explains why hitreg is shit*
if you hit something on your screen but dont do damage i'd say you can call that bad hitreg. i dont think theres any game where the server reconstructs it and sees "ah yes the enemy was exactly where he shot but i wanna troll him so he does 0 damage regardless"
Only the medic had mostly moved out of the way (medic's client side) when he shot. His game predicted the medic to be there (based on his typical ping and both their movements), but when the server looked at the actual positions and shots he mostly missed. Now that seems unfair, and it probably is, because he hit those shots on his screen.
But consider the medic's perspective, he sees most or maybe even all pellets miss him, it isn't fair either to have that register as a meatshot.
You can't have both perfectly fair hitreg (for the shooter) and perfectly fair 'dodge'-reg (for the one being shot at) in a game with lag compensation.
If you want to have perfect hitreg you need 0 latency or 0 prediction (including movement/mouse-look!). John Carmack wrote about QuakeWorld's netcode way back in the 90s. He settled on instant movement/mouse-look and delayed shots, requiring you to lead your targets in that game. http://fabiensanglard.net/quakeSource/johnc-log.aug.htm
Half-life and later Valve games went with lag compensation. Giving you instant movement, mouse-look and shots
Gemmellness
hitreg takes client-side prediction into account. the general consensus is that netcode should favour the shooter so you shoot exactly where the models appear
That's what Overwatch does. The downside is you might get hit by a shot you actually dodged.