Yep, happens alot it seems.
Its an old bug, something to do with the low tickrate the server runs at, and HSR not compensating for frame by frame object collisions that PPC/SRM/LRM/Gauss/AC's use.
What is happening I think, is that because of the low tickrate, frame by frame positions can be off by quite a bit.
Meaning that according to your client you see a hit, but the choppy tickrate on the server is calculating positions not smoothly.
Server side it tracks objects on a frame by frame basis and there are pauses between position updates, so these projectiles could have quite literally passed through your target between ticks, then HSR rechecks your client hit, the projectile was behind your target and reports that client hit behind because its not taking motion into account for the projectile when calculating the hit.
Not sure if this is 100% true because I don't know the code, but it seems the most logical explanation.
Something like this.
Edited by Mister D, 30 August 2015 - 06:35 AM.