Heyyo,
CS1.6. Source is ok, buts are rediculous cpu hogs, and the hitboxes.. oh lordy how they blow.
try this people against bots even. Open the console and type:
sv_cheats 1
sv_showhitboxes 2
ok, the 2 can be any number you'd like. Note how the hitboxes run usually 3 inches ahead of the player model! so a cheap tactic some players do is strafe side to side whilst in combat.
One way to help remedy this is type this in the console:
cl_interp 0.0
this will make the playermodel have less synching time to the hitboxes thus making the hitboxes only run 1 inch ahead of the playermodel at the most. This shouldn't affect you guys too badly unless your pings are really high.
Ya wanna know something sad? look at the css updates, one says they fixed the hitboxes leading the player model... err... lol
Ok, for the unknowing I'll explain the netcode CSS uses and why hitboxes are soo important.
Now, first off the hitboxes. They are just basic 3d geometry that records if the player's been shot at which part of his body. Now, if CSS worked fine, it would always be ontop of the playermodel. BUT, the netcode for CSS is they update the location of the hitboxes and then have the actual playermodel fall behind a few mili-seconds to offer what would seem smooth movements. THIS is a horrible netcode model. Sure, the original source netcode blows too, but it's not this bad.
The HL1 netcode was leaps better than source.. valve had issues with source, I hope they can get it arranged someday..