in your two replies, you still have no worthy proof of how fightin games are harder to get right. all you've provided is examples of how online lag affects shooters and fighting games. yes i realize the results are different and they play out differently, but all your stating is that it seems worse in fighters because timing is everything. i agree with every word of your statments, just not your overall point because your arguments dont support it.
Point is what i described shows that First person shooters and RTS because they don't have hitlag, They can cut corners where fighting games cannot.
there is a reason people in fighting games count frames... it's because it's more important to them than it is to a FPS and a RTS'er. And the MORE technical (Frame specific aka TINY WINDOWS TO EXECUTE) THINGS you have to go through the more problems you will have with lag. and fighting games are the epitome of that.
Technical fighting games have made my fingers sore before. Guilty Gear/ SSBM. Mortal Kombat i admit has not done this to me yet, because it's not as technical as those 2 games, but MK is still more technical than a FPS.
Starcraft is highly technical but most of your APM dump isn't something your opponent has to "respond to" so it plays no role in lag development.
EDIT: I edited out a mistake when reading your post. It was nothing significant I accidently meshed a part of your other post with the first one.
DOUBLE EDIT:
Question whityfrd. I'm sure you've played FPS online. Have you noticed lets take for example Halo series. When it lags, you still control your character fluently, it's everyone else in the game that acts retarded that you realize there is lag. for instance people running into walls, people skipping forward in time. But your character still moves smooth. This is because in FPS they can allow a bigger gap in time lag, because if they make it where on your screen you are smooth no matter what. and make it so when you shoot them on your screen even if they aren't really there. they take the damage. I remember once when this scenario was happening. 3 guys were running into a wall. I ran up and melee'd all 3 of them in the back. When it stopped lagging they died like half way accross the map no where near me. On their screens i wasn't even close to them. but the game counts MY actions as legit, same goes for them.(sends them the signal after the lag spike that i assassinated them so it instant kills them.)
This is a result of them getting away with a system like this cuz when you SHOOT people in FPS you don't fall down, or anything like that. The only weird thing you really notice is how people die (late or normal.) because death is the only real "hitlag" FPS experience.
so when your opponent shoots you instead. his computer doesn't have to wait for your signal back to him that you took the damage. Because he doesn't need any information back as long as on his screen he shot you.
In a fighting game... when I hit you.. I NEED that hit confirmation from your console as well to keep things going.
am I ringing any bells yet? or you still don't get what I'm saying? This is hard to explain :\