I really think they need to redesign the whole netcode and all of the hitboxes before this game gets out of early access. This shit is unacceptable and makes the game very frustrating. No reg airshots make me want to strangle myself with my mouse cord.
They actually are substantially changing the netcode to something seemingly resembling previous Quake games, as they said in the last QnA. Quote:
One area where we should be seeing more changes is literally how the server is detecting hits (so the term "hit detection" is actually appropriate here!) We currently use an animation-based system where we simulate player animations on the server, and rig up a lower-polygon, fatter version of the champion, independent from armor selection. For the pace of our game, we felt the additional server CPU usage, and the technical complexity of having to sync up the state of the animation bones and blend tree over the network was not worth having the ability to match up hits to the specific animation. Our solution is to transition to using a static mesh for each character state. (moving, strafing, crouching, jumping, etc.) This also makes supporting rollback much simpler, and should result in a more reliable experience on higher pings.