Some objective claims or methods? Surely not, my gaming-pc is no laboratory.
But nowadays with my connection to the Frankfurt-servers of 8-12ms, I feel the difference even more between having it switched on and off, than on my old one with only 32±ping.
Highpingers, people warping (probably because of packetloss) and obvious lagswitchers (warping big distances everytime while reloading or trying to escape) strangly affect my local “reproduction” of the game, downto even beeing stuck-in-motion while getting shot.
One could probably narrow it down to a too much “forgiving” prediction, not enough packets per sec and/or servers having framedrops or packetloss. Or even some simple thing as too much highpingers on the servers, one thing the UE3-engine is known to be vulnerable to. But it shouldn’t be my prob, right?
So sorry, no methods to quantitatively qualify my claims, nor going to develop them. Probably ask the devs to play this game at more than 30fps/hz/whatever. Or probably ask them to just play it?
Edit:
PS: With the community-servers and a strict pinglimit you could, at least, test for the highpinger-theory, altough packetloss would still be in the game, as highpingers, most of the time, bring packetloss with them, too. To test for this, yes, some network-test-suite, or unix/linux and two network-cards.