I wasn't using the right words, but that's pretty much what I was trying to describe...Games can't anticipate lag. There are client-side compensation tools in some games but these are highly imperfect. Especially in shooters that utilize this, it results in tons of double-kills where both players kill the other person because the ping compensation allows both players to register hits on the other before either one's death is actually recorded. I've yet to meet a ping compensator I liked. It's better to just not have the lag in the first place instead of trying to compensate for it.
You're right that the server response is a major issue, but when you put together improved server response with better ping, the improvement is massive.
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