You seem to have convinced yourself there is some conspiracy or big mystery behind the way the game behaves. In reality the way CoH's multiplayer works is by simulating the gameflow locally on each machine and only exchanging data about player input and the like. There is 0% change 'server lag', 'traffic' or anything like that is affecting accuracy rolls, scatter or anything else aside from the obvious (input lag).
If you actually want to understand the game, try uploading replays of things that seem implausible and people will explain what and why happened, and what the odds of it were.
If you can't handle the stress of competitive RTS and really want to believe some supernatural force is making you lose, keep doing that instead.
The game runs in a constant lag state. That is the only possible way that each machine sees the same events play out. In vCOH this time was much larger and more apparent.
So as many people have said: If the server decides you are dead, you are dead. What you do will have ZERO change on the outcome. Ordinates will veer and turn, chase down targets out of range, go thru blockers, etc.
And as stated, watching the replay may just expose the server issue. If the replay is the actual data from the server and it differs from the presentation locally generated.
The hardest thing to code in gaming is network code. You have to receive inputs coming in for the same event, and the packets are all coming in at varying times. Some will come in after the event has already happened on other players machines.
So please explain how a mortar will wipe your squad on the move within 1 second of having sight of them? That means the mortar was already in the air before it had sight of your squad. So is it a stretch to think you are not running in the same time frame as the person who has the mortar.
To me that indicates you are lagging, enemy spotted you, turned the mortar, and fired several seconds before your unit broke the FOW. Or the server rolled snake eyes and decided you are dead and it just played out regardless of circumstance or logic.
So my point is what I have been saying for years on this site: Tweaking a unit stats a couple percent here and there for balance has ZERO effect on my games. When vetted upgraded obers get rekt by a mortar team support models, would a 2% change make any difference?
This all adds up to an aggregate RNG value much larger than the coded values. Indicating the game is a lot more RNG based than people think it is.