You summed it up pretty well. You get shot and killed before seeing someone and you tend to miss them because on the server where you're shooting they're no longer there.
That and constant teleporting/rubberbanding as the server is trying to figure out where you are and where it has to assume you going for the low latency players.
You mean like battlefield? where the client-side detection causes rampant cheating and the infamous "shot after getting to cover" scenarios?
High latency on any twitch based/fast reaction multiplayer game is terrible. On phantoms its just further annoying by the long trek you usually have to make to get back to the battle you can't get to see because you're shot by a guy who's behind a wall on your screen.





