It's nice some people are finally starting to understand why rational players complained about the SOS so much. Its mechanics laugh in the face of bullet lag on top of the range buff awarded from off server connections. Regardless of the connection if one pellet grazes any part of a character's body the user is rewarded a guaranteed kill. Rolling, standing, on or off cover - doesn't matter. The remaining loadout selection can't compete with that level of consistency. Had Epic revamped the net code and reevaluated their definition of melee range the differences wouldn't have been as dramatic, but still in demand of a serious tweak. It's the
only gun in the game that isn't negatively affected by lag.
In my personal experience on P2P...
Lancer: Cripples stopping power, reduces fire rate, affected by bullet lag
Hammerburst: Cripples stopping power, affected by bullet lag
Retro: Cripples stopping power, reduces fire rate, affected by bullet lag
Gnasher: Affected by bullet lag, ignores/reduces active reload damage
Sawed-off Shotgun: Unaffected by bullet lag, increases kill radius

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