"By Strider
Someone already said a bit above of what cl_timenudge does but here's a more complete understanding of it.
The Q3 client likes to have two snapshots active. The latest one and the previous one and it uses them both to interpolate player movement.
Most servers default to 20hz (meaning a packet is sent out every 50ms). A server sends out a packet containing a snapshot of everything in the server (that is visible to you), players, rockets, items etc and the client receives it then another is sent out 50ms later and so on.
Once the client has received two packets, it starts to interpolate other players in the game from their old position (contained in the first snapshot) to their new position (contained in the second snapshot).
cl_timenudge <negative value> effectively changes that behaviour by reducing the time available for interpolation.
Since the interpolation time window is 50ms (on servers that yews the default 20hz), you can effectively remove it by doing cl_timenudge -50 or you can half that time by doing cl_timenudge -25.
By removing all or part of the interpolation time, you are forcing the client to show the latest position of your opponents much quicker than it would normally. That means when you shoot at them on screen you have a better chance of hitting before they've moved far enough for you to miss. "
Does this exist?
Again according to my ping, I lag everytime before the projectile exits the weapon and oddly enough, whenever the jan's shield is on I cannot stand near to it, only on it or about two people away from it, otherwise I lag very much in movement (eg. when near shield, I try to saber right and strafe right while facing forward then saber left and strafe left while facing forward, it ends up I saber right while strafing left and saber left while strafing right.)
Can anyone help? =)