@Xbox-Chf-Wiggum
Its actually not something that is supposed to work a certain way but is broken . Its a conscious design choice made by Respawn, a choice they deemed the best of all other available options. They explained it in a a blog post a couple of months ago (link below). To quote the most summarizing line:
“Lag compensation is the art of merging slightly different experiences into one shared reality.”
Even if I also get annoyed when I clearly is out of line of sight and still get hit, I think we all must understand there isnt a "perfect solution" to this that Respawn just failed to implement. We have 60 players, all with different pings to the servers which leads to 60 different "realities" that 60 different people are experiencing when they share the lobby. So Respawn chose to let the client of the attacker determine the hit, i.e if I hit you on my screen, its a hit, regardless where you are at your screen. In other words; with the current system, you have an attackers advantage but you also have a disadvantage if you are on the run, trying to escape an attacker.
I dont know if the overall experience would be better if they chose another method of hit detection, like 100% server sided, but something tells me that that kind of hit detection would work quite badly in a BR hrmm,. It would probably lead to much even more random stuff like no regs, even though I personally probably would benefit since my ping usually is 18-24 ms. Anyways, I do think the most reasonable and fair thing to do is to have a ping limit on like 60-80 or something.
What Makes Apex Tick: A Developer Deep Dive into Servers and Netcode (ea.com)