There’s only so much the game can hide behind client prediction. The server is authoritative, so any desyncs due to packets loss etc… cause error correction, which cause spikes and an unsmooth experience. You’re not going to get a good network experience with a ping > 150 ms and heavy packet drops, no matter what.
One thing that could help a bit is changing the input packet buffer size. Default is 2, which was tuned for around 100 ms. You might want to increase it if you have a higher ping and more packet drops.
In-game in the chatbox type: “/SetInputBufferSize 5” -> change 5 into a value between 2 and 10
… and see if that improves your experience.
At some point I’ll make it dynamically adapt to the network conditions, but it’s a bit out of scope for now.
The delay when firing is normal, as it’s purely server-synchronized, there’s no client predicition here. 5 to 10 secs sounds a bit extreme, unless there was an exceptionnal lag spike. In theory, for most of the game it should be similar to your ping, like 200-300 ms. It should fell a bit laggy but not unplayable. If 5-10 seconds of latency is frequent, something weird might be going on. It shouldn’t be possible in even in theory.