How about the fact that you can get 200 ms time to hit-detection on under 37 ping?
Consider the following:
You have a 200 ms delay on hit detection versus a player and know that person is about to round a corner and blast you.
So you begin to fire before he rounds the corner.
This is hardcore.
Can you win?
The answer is.. no.
What will happen is the following:
You fire.
On your screen your first shot misses.
The second shot misses; He's not in your sight yet.
The third shot is a visible hit on your screen.
The fourth shot is a visible hit on your screen.
You die.
Why did you die when you dealt 200 damage to him on your screen BEFORE he fired his first shot, and the first shot hit him 0.02 seconds after he rounded the corner?
Because you cannot hit a target that is not in your line of fire -- and it takes 0.20 seconds to hit a target in your line of fire.
The bitter pill is the following:
On his very own screen and even in theater mode, your bullets 1 and 2 whizz right through him without hitting him.
He stands in your gunfire server-side and on his own screen and takes no damage from the bullets that pierces his chest, because the game does not use his position to determine if he got hit -- it uses YOUR ARTIFICIALLY DELAYED GAME WORLD'S POSITION OF HIM to determine if he got hit.
WHY DOES the game do this on a 40 ping connection to the host -- adding a 0.16 second delay of pure disadvantage?
Even if everyone has the same delay, the person rounding the corner is always severely and brokenly advantaged.
Interpolation cannot be to blame -- not when you get instant hit detection in that very same game.