Wow, I really need to enable notifications.
Re Cyborg, I'd love to try! Naturally, I could give you some detailed feedback on my experience with it.
Just to add more detail to my original post: I feel like host and client are never properly sync'd, even from the start. For example, in The Place of Chariots, I've found that even shooting at stationary cargo containers doesn't register hits on the host machine, even if I can see my primary projectiles hitting them and I can see the particle effects on my own screen.
To my limited knowledge, this suggests that host and client started in different states (eg. xyz coordinates of the players and/or other objects were different on the different machines). My guess is that the net code is designed in such as way that the host sends relative updates (eg. "the target moved with vector [x_delta, y_delta, z_delta]") to the client(s), but never sends any "key frames" which guarantee a global sync (eg. disregard what the clients had before; the exact coordinates of the target are now [x_pos, y_pos, z_pos]), in case host and client de-sync'd.
If that's the case, sending more frequent (relative-only) updates is unlikely to solve the problem, because it won't fix the fact that host and client were never in sync in the first place. I feel like the only way to solve this problem is to occasionally send "key frame" absolute updates, which would enforce the reality seen by the host on all clients. But again, I know basically nothing about this stuff other than my own limited experience playing multiplayer games.
I suppose another alternative would be to allow the clients to calculate their own hit detection, and then just tell the host "I just hit this target" when a hit occurs client-side. But of course, this might be undesirable for the obvious cheating reasons.
PS. I'm a casual DBZ fan. The dub I watched here in Canada called them Androids. I suppose you watched a different dub that called them Cyborgs? I understand that "Androids" was a bit of a mis-translation.