People don’t understand netcode well enough to make requests like these. Fact that no one other than the network engineer who wrote the code knows how server resolves hit miss means he and his team alone are the only ones able to determine whether large latency difference is fair or unfair in the game.
But let’s theorycraft.
Lets exaggerate numbers to make it easier to see and understand.
Your ping = 20 ms
His ping = 10 seconds
Player location is received from server. The middleman.
When he shoots at you, he is shooting at a location 10 seconds ago in time. That is the time it takes for his computer to receive your location from the server.
When you shoot at him, you are shooting at a location 20 miliseconds ago.
Because server is the supreme judge when deciding a hit or miss, only your ping time to the server matters. He may well be in a totally different place on his computer screen when you made that shot. But the only thing that is being considered is his location as the server sees it and the trace from your shots.
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So how does ping matter ?
If you are shooting at coordinates that is 10 seconds old, by the time it reaches the server that location will be considered a miss.
If you are shooting based on 20ms old data, you are more likely to hit.
So no, shooting at a 400ms proxy is not harder to hit. It will be harder for him to hit you but not the other way around.
The only way that is true is if the server will have to requery his exact location each time you scored a hit but that is unlikely. Chances are, clients update server on their coordinates and everyone’s hit or miss are based on those.
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Also - I do not understand how a high ping player can cause your team mate’s corpse to warp ? Can he infect his bad connection to others ?
There are other issues as well, eg if they kill one of your team mates their prone model may warp or rubber-band on the ground, making reviving as a medic frustrating.