Well you got me thinking, because I'm trying to understand how latency would manifest in this game. We all know about ghost actions in fps. I have noticed some behaviors in some games where a squad is extremely late in reacting, on the order of like 1 or 2 full seconds, which is more than enough time to get wrecked by a grenade.
I've only seen it with infantry squads though. No problems with vehicles, except for that weird thing where they will suddenly stop, instantly reverse about 3 feet, reset their max speed to 0, then begin to accelerate forward at their normal rate again. This can get you hit by 1 or 2 at gun hits depending on how cursed you are.
This is actually true. I played 1000+ games from being a noob, watching Top players, and improving game sense.
It's not just the grenade. Do you wonder why your squad is sometimes losing unbelievable health while moving and engaging the squad with the same positioning green cover.
Your screen shows that your opponent squad is just going to the green cover just like you but in servers computation or data being thrown the server, they're already positioned to the green cover it's not just RNG.
Their server damage tick for small arms skirmishes is like FPS.
My match yesterday proved it, this is the reason why AT is not firing even the tank is already on his range on your screen but the truth is it's not.
And I don't think the bouncing tank is just a game problem it's called rubberbanding at some point where a tank goes back to its original position and accelerates slowly again.