Please increase the server polling rate and the client command rate to 1000Hz. Also allow an increased custom server tick and physics tick rates. These 2 need to be increased together to reliably handle hits together with player motion. The absolute minimum would be around 120Hz, but 200Hz would be preferable as it allows for a lerp reduction to 5mS (the current physics step can go down to 16Hz, and lerp is usually fixed at 100 mS regardless of client latency and performance)!
Unfortunately, players with any possibly advantageous ping (>10mS) would have to live with the invalidation of any and all of their clientside “hits” which are disputed by the server.
This is almost certainly the reason why Facepunch hasn’t fixed this yet, as failing to punish those with even moderate pings of 33-67mS would incentivise cheaters to exploit this for a massive 1-2 frame advantage at the 30Hz tick rate.
The reason for this is a simple consequence of there being no possibility (not even theoretically) of being able to identify a difference between the ‘normal’ varying internet latency and packet drops (especially with people being allowed to play via wifi) and the deliberately inserted latency / dropped packets (to either get a projectile invalid on you, or just to make the serverside lerp compensation ‘think’ you have a higher ping than you actually have, again usually set as the average of 12 ticks, and then quickly switching it off when you’re ready to shoot or you hear someone coming around a corner, etc)
I would suggest allowing custom servers to increase their tick rates and to also add a seperate lightweight thread clientside, which would run at a minimum of 1000Hz, that the player’s viewport can simply poll at the current frame rate for world state information. The server should also keep a value of packet drops and maximum non-dropped latency for each client, that it will then use to determine if a client should have an increased lerp and invalidated projectiles if, for example, any packet has been dropped or if the client’s latency has exceeded 10mS.