ComangliaOther quirks for this game
https://clips.twitch.tv/KathishIntelligentMoosePhilosoraptor
https://i.imgur.com/GLddTGj.png the last frame.
The last peacekeeper shot of mine, in the very last frame before I died it shows my peacekeeper having gone down to 0 ammo from 1. Show my projectiles hitting the lifeline and the blood mist starting to form around the lifeline.
server has me as dead before my shot fired.
^solid evidence that the client renders projectiles and even hits before they even exist on the server
Ye, that's client-side prediction (followed by lag compensation on the authoritative server)
To maintain the illusion that you're playing in the same world as other players, at the same moment as other players, your game client shows you what you're doing in real-time without asking if the server agrees first, when the server and the client disagree on what's happening, the server always decides what is the outcome and the client tries its best to show you what actually happened (depending on implementation). There's no real good way to convey all of this in a very short amount of time, so the client will just lie to your face about what happened, even though it feels like you're being cheated on.
Also if you slow down clips/vods of gameplay with a lot of SMGs/ARs you'll notice that the client will render some tracers as red and some as yellow. Nearly all projectiles that will count as a hit will have a red tracer even if the bullet hasn't necessarily hit the model yet.
Considering the speed of bullets and max acceleration of players, you can be pretty much certain >90% of the time about the outcome of a bullet's trajectory, what I imagine they do is, when you shoot, run the simulation for a couple frames in the future, extrapolating where the bullets and players will be, and picking the wanted color.
Those are quirks to all multiplayer games based on the Quake 3 networking model, some games hide it better than others, it seems that the low tickrate and high simulation load of Apex Legends makes it easier to notice.
If they haven't already, they can spend the time working on load and network optimization (they probably should hire Glenn Fiedler one more time), which will let them push for higher tickrates. Don't forget that the average internet connection plays a huge role in how much they can push to clients, I'm willing to bet most of their playerbase is running on ~2mbps, that quickly gets clogged up.