In any game with server side hit detection there's going to be some degree of leading involved, especially as you get into higher pings. It could be reduced greatly from what we see in Halo though.
There are netcode solutions can eliminate leading entirely, but these come with their own problems. Clientside hit detection is extremely exploitable, people can for instance create lag-scripts which make them almost impossible for other players to hit. You could also do something like Quake 3 insta-unlagged, which stores the previous positions of players for a few ticks, kind of like a ghost trail. That tends to result in a lot of getting shot when you already ran behind a corner though.
Overall I think leading is the fairest solution for all players. It just requires a little more skill and a better understanding of the game. I'd rather have something that's consistent and reliable than a system where you can get shot clean through walls (Halo 3).
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