One interesting thing about the original video is that it's not necessarily true that the incorrect thing happened. The player who got splatted was barreling down the level in the open, and the charger player was looking to catch someone doing just that.
So let's say the following happened:
1) The charger player sees the incoming squid and fires. But they fire a split second after their console ticks. It's not until the next tick -- 1/16 of a second later -- that their console sends a message to the host saying "hey, I splatted this person".
2) Perhaps this is a worst case scenario timing wise -- the splatted player just misses the "hey, I got hit" update until one tick after it has been received on the host. So they find out they got splatted 1/8th of a second after it happened (plus another 1/60th of a second if they had unfortunate timing with frames, plus any latency they have due to ping).
That's not much time, but it is enough time for them to have leapt behind the wall, thinking that they have jumped to safety. Unfortunately, they are not safe -- they are just behind on being informed about their doom.
That's not
necessarily what happened. Maybe the timing mishaps went the other way, and the Charger player saw and hit an inkling who had actually ducked behind the wall ~1/8th of a second ago. And regardless of whether it was a "fair" hit or a "fair" miss, it feels bad to find out that you've been splatted just as you were going to congratulate yourself on your quick reflexes.
Fundamentally, I think that the lesson is to think ahead and not to be out in the open like that in the first place -- even with a higher tick rate, latency can still bite you. Not that a high tick rate wouldn't be nice -- dualie duels would be nicer with more dense network updates. But it's not necessarily useful to blame a bad splat solely on the tick rate. One sometimes has to ask oneself why one was making like Pearl and rushing the center in the first place