So that's why I keep getting taken out when I see a player jump down a ledge and I make moves to capitalise on that, only to see them warp back up, firing at me! Thank you.
Yep! Credit to them for thinking of the system. It does make the game feel so smooth, but for serious more competitive players we'd be better off with choppy games because we'd know what's actually going on. Ledges are the WORST, though I'll sometimes see a roller run past me, then see the same roller run past me again even without a ledge jump. But yeah the warping is because they were never actually down there to begin with! The system just expected that's where they were going to go while they lagged, so it put them there, then got a data update and it corrected that they were still up above. The system seems to go especially bad near ledges where it assumes anyone approaching near a ledge at a given angle/velocity must be intending to drop down. It doesn't factor in very advanced play. And it really can't. The system depends on predictable tactics.
IF you watch carefully you'll see a whole lot of that going on. the bad cases are large teleports. Minor cases frustrate me as a charger main because they'll teleport just an inch or so. Barely visible unless you're watching closely...but it's enough to devastate charger aim. Or H3...grr.
You'll see it REALLY break down when a player is super lagging (usually just before they DC in a puff of smoke.) It will have them go frantically around for a moment...then start teleporting them a few times after it puts them near a ledge, it might have them doing a bomb throw for a while while standing still like an odd zombie....then teleport back 20ft then do it all over again....then DC. It had no or next to no data for them the whole time and ran out of having enough historical data to even guess for the AI so it finally made them freeze in place and throw bombs. The sudden big teleport before repeating was it probably got a position update for a moment, then lost it again.