Trop wrote: - Melee hit registration kind of iffy - often hear a sound on the client but no damage etc.
If you hear the brawl sound, you got a hit. It's not predicted on the client, it only plays if it was sent from the server because the server registered a hit. Sometimes the enemy player has more health than you expect because he got a skill activated or something.
Trop wrote: - Grenade damage unpredictable - sometimes takes 1/4th HP exploding next to me other times kills me from 20ft
I've noticed this too, but only when I'm not looking out for it. I can't decide if this is an actual bug or a confirmation bias. For example maybe I have more health than I think I do because of a skill activation and I stand next to a grenade - looks like I only got 1/4 of my health taken when really it was 5/4. Once I go and test the system it all seems to be working as designed.
Trop wrote: - Players often spawn directly in front of others - would be solved with simple LOS traces on spawn point selection
We already do that - in full servers it sometimes fails because the maps are on the small side. If you tell us what maps specifically you see it if the level designers can try to add more spawn points.