it did occur to me this engine is peculiar in some way:
i didn't die due to exploding - not ever
the moment i die is that - the "killing bullet" has lied its eye on me - in that instant I'm rendered hit (and get consequences already), no matter how the animation lag behind etc...
makes me think that damage count and explosion animation are two independent processes in this engine (parallel threads?)
further this means:
the game-station with fastest internet gets precedence on the servers side for calculating consequences
the computers quickest to dispatch such results to server has further advantage to have time ahead to do more so
1. fastest net makes winning more easy (and likely) by helping pin-point accuracy
2. fastest per thread able CPU makes further favor to the owner
-what to do? - get the engine as optimized at your side as practical (use my FPS booster in my signature)
-get the most able CPU as practical for this engine is CPU power-hungry (i got Xeon 5640 4x3.16 GHz +128W TDP :/)
the VGA will only prove useful for rendering so spare your money there (ask the few 4k TV set owners)
the RAM needs be 4GB for the game - not more - i ran the game swap-less with 4GB and even borrowing to IGP 256M (@1024x768 60Hz)
the game requires a 50GB partition (win7SP1 + game alone) so go figure
avast is resource-hog, go try "NanoAV" for a while?
solid state disks help a lot - by considerably speeding the load time (50% even the cheap SATA II ones) - and the game crashes a lot