Originally Posted by
SecretsOTheP
So we've done a small investigation and there's a high chance this will be fixed with the new patch that's coming out soon. It will fix an unrelated issue regarding player positioning, and as a result, the anti-lead will be more reliable against higher ping players. Here's what I think is happening:
-A client says it's at a future position
-Your client is at another position
-The hit! sound plays and registers but only specific parts of the game get triggered, which includes the hit sound, up until the anti-lead code.
-When the anti-lead code is triggered, and the person is at a future position, it will think they're at the old position and will not send the packet, and not execute any code past this point.
We'll see with the patch coming up soon if the fix we did actually works and then revisit this topic if it persists.
Thank you all for reporting information regarding this issue; it's helping us debug the issue.