Again the arguments brought up are excused with lag, I dont buy that anymore.
When I have no problems with hit detectoin flying an ASF against another air unit with a ping of 350+ using MG, AC2 and SSRMs that argument no longer adds up.
And the case in question the mech I was firing on can not have had a ping of 350 as I was around the highest with my 150.
Although I dont know what the player in question had in ping, I am failry certain it was not much above 100 as most those on the server had a ping of less than 100.
First, a simple example of how lag causes shots to miss:
Imagine if you will an Owens going 180 kph (50m/s), perpendicular to your position. If your lag time is 100 ms, and the owen lag time is 100ms, that means it takes .2 seconds for the position of the owens to get sent to your PC. 50 meters/sec * .2 sec = 10 meters. Thats right, there can be up to a 10 meter difference between where your PC THINKS the owens is, and where it actually is. Thankfully, games have position prediction code, and mechs cannot stop and turn on a dime, so in practice its never that bad. But this is an example how just a little bit of lag can make a huge difference in where you are aiming versus where the target actually is.
There is also more to lag and hit detection than simply ping time. Modern servers will return a ping request faster than a data request, simply because it takes so much longer to calculate the data.
You can have a ping of 15, but if the server is starting to bog down it will start dropping packets. If those packets contain the data indicating your shot on a target, the server will not record it. Additionally, weapons that fire multiple rounds are deceptive, since it will record you hitting your target with *some* of the bullets, but not all of them. You will think you are hitting, but in reality 1/3 to 1/2 of your shots are not registering with the server.
Next there is the deflection shot to consider. When shooting at a moving target 90 degrees from you, the chances that the position of the target on the server is different than the target on your client is greater. This chance is greater the higher the speed of the target (see above example).
When dog fighting, you do not take a lot of 90 degree deflection shots like you do in a mech. When you add it all up, hitting a fast moving target (e.g. and aerospace fighter) with a slow moving bullet (e.g. an AC5 round in 0.3.1) has a very high chance of not being registered on the server.
This is why aerospace fighters can't fly any faster in the game, the lag shield would make them impossible to hit.