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What is wrong?
I don't know how CS2 works, but if I were to implement a system like this in Alien Swarm, I would record at what point between ticks an action was taken and send that as part of the usercmd message. Then, on the server, when rewinding for lag compensation, I would rewind to a position that is not just a certain number of ticks back but between ticks as well.
Since the other players don't compute where your shots go (the server tells them), the two parties that matter (the acting player and the server) are the ones that are running at essentially infinite ticks.
edit: Alien Swarm has 128hz servers.
No, it has 60 hertz servers. You can run it at a higher tick rate, but the code isn't 100% compatible with that.
For examples from Half-Life 2:
https://www.youtube.com/watch?v=cyYk9hUDdj8
https://www.youtube.com/watch?v=UMI43G5vtzg