Friendly fire: In real life, if a friend shoots or bites you, it hurts.
Buildable friendly fire: In real life, if you shoot structures up, they take (a minute amount of) damage.
Lag: In real life, if you shoot at something and your aim is good, you will almost definitely hit it.
Lag: In real life, running backwards while in the path of a tank speeding at you does not prevent the tank from hitting you.
(Unlagged: In real life, artifacts typically resulting from backward reconciliation are sometimes observable, but there is no backward reconciliation.)
"Share": In real life, people do not share.
Sudden death: In real life, when approaching a deadline, you often do not have the opportunity to rebuild important infrastructure (unless it can be done readily and at no additional cost).
In real life, dretches
do have invisible teeth three times the length of their body.
I dont see unlagged as having a downside.
Many clans have perfected running backwards to avoid getting hit and exploiting the fact that where they appear is inaccurate (ever shoot directly into a dretch that just continued merrily hopping along?). Many players with low latency connections also like the fact that the other players have to guess where they are, but they don't have to guess where the other players are so much.