What you have to realize is that it is NOT the netcode causing the issues that you are referencing. Its the tick rate of the servers that is causing this. This is by design, the tick rate is how often the server refreshes itself, and by design it is set at 60hz tick. So, you (the client) sees that you got behind a wall, but the server, because it is updating late (fast moving game) registers you getting hit before you got behind the wall, the client updated before the server. So the server registers you dying and then the client gets the update and you die behind a wall. The reason that they do this is because in the beginning, Microsoft required a max of 30hz ticks for games to get licensed for XBOX, if it was higher then they would not approve the game. So, games like BF, COD, HALO etc had 30 hz tickrates so that the kids with bad internet connections would not suffer like they did when servers had 120hz tick rates. Remember if your old enough, when someone with a high ping would play in CS, they would bounce all over the place, but on 30hz tick servers the playing field was "even" for those players and they would not throw the controller screaming the the XBOX sucks. So, fast forward to today, and its very rare that someone has a poor/slow internet connection, so Microsoft and Sony have approved 60hz server, and the game developers cannot go any higher than that or they lose the license to Sony or Microsoft, or both. NOT THE NETCODE, NETCODE is fine.