Hi,
Yep, for this, you need to do several things:
-- totally optimize data you are sending over the network, it has to be the strict minimum, to keep bandwidth low.
-- increase send rate ( careful with costs, you only have 500 msg/s/player after it will cost)
-- depending on gameplay, implement extrapolation for data being received, but that's tricky, so experiment first
then, you need an authoritative way to define who gets hit by what, you can't rely on each client to check out using triggers and positions, it has to be done by one client, likely the Master. so the master is responsible for saying "Player 1 got hit by Player 2" and similar gameplay decisions.
Bye,
Jean