Yeah. Nothing we can do about it I'm afraid. We even stood before DICE' top devs and producers and they confirmed that there's nothing to be done. The reason it happens is quite literally the lag between the time you fire the weapon to the time the server registers that firing and starts predicting the projectile's path. The projectile (and the hit) you see on your screen are milliseconds ahead of the server, and in this game the hit effect is all client side. It doesn't do it when the server registers the hit but when the client thinks a hit has happened. saves on bandwidth and for bf2/2142 it was easily good enough.
Unfortunately for us though we have pushed the engine lightyears beyond what it was designed for. Never did they imagine you would be fighting more than a few hundred metres, let alone engaging people at up to 3km away in the game. Even at "close" range you're still 2-400 metres away from the other ship and moving extremely fast in 3 dimensions. And to top it off the blaster bolts are a LOT more visible than, say, bullets. Plus blasters aren't known to "bounce" the way bullets are, further creating the mental stress.
The only thing I can recommend is to turn your crosshair colours red (it's a lot cooler that way) and use that as an indicator that you're hitting, rather than the puffs of smoke.
Fear the Woodzilla
