ive played so many rounds of Apex and i can tell you, not everything what feels like blatant cheating is actual cheats.
My suspicion for quite some time is following : the servers might process updates addressed to some players way to late (its the server itself and not the connection, thats why you still can move without rubber banding).
The game-client will interpolate the latest update it gets into a "suitable" enemy animation, for you it will look like the enemy hits every shot 100%. But if you would look at the opponents screen you would see your character being on a far older position frozen in the animation giving him a super easy target, your gameclient will just "invent some bogus story" to make the data fit between your opponents and your client. Which likely results in getting beamed in an unreal timeframe.
I had those "opponent frozen" moments happening on my screen and i believe thats the reason some kills feel like getting hit by a turbo cheat.
Me getting hit by a "Nessie" for 84 Dmg with one shot falls in the same category, its just the server-netcode acting up
Afaik you cant control the Nessie, it is solely controlled by the server netcode.
Overloaded server processing could also be the reason for missing audio queues