>>270155950
>where you had to lead ahead of players to hit them
From my understanding, these games still had hitscan, but the hit detection was on the server at time of packet arrival. So, you had to lead your shots to the other players based on your own network latency to the server. newer lag compensated hit detection still performs the hit detection server-side, but the server rewinds its game state to what you saw on your screen when you hit the fire button, usually 50-100ms behind the server's latest state.