Re: Netcode
If Apex was server confirm then yes, laggy players wouldn't have an advantage. Apex has client confirm, server authenticate netcode. Which means if you're behind cover, when that person with 300 ms shoots you while you're lagging on their screen, then their client will confirm a hit and the server authenticates it while you're behind cover. I have been downed multiple times behind cover when trying to disengage from an unfairly stacked firefight and it irks me to no extent that EA / RE is giving people a bonus of additional lag shielding and latency abuse just because their connection is *. (It doesn't help either that several of RE's data centers are also experiencing packet loss en transit but that's another topic entirely)
Apex Legends has data centers around the world, there's absolutely no reason people should voluntarily play solo on an NA server from a different continent. If they want to play with friends from other games, then there should be a dedicated international server with a standardized latency. (This shouldn't be too hard since the servers are only 20 tick servers anyway)