this has been a little issue i had in the game, though i usually just shrugged them off. but in current instances its got even more frustrating.
i had made a mission map, where it features a "intro"/"trailer" with standard AI fighting, but i placed pushers to keep them in their intended positions. and the player has to fight waves of enemy AI while keeping "VIP" characters alive.
it worked fine when i tested it in single player.
but when i bring it to multiplayer, it runs awfully. the framerate is for some reason laggier, and the AI in the intro/trailer are walking past pushers regardless of the pushers' powers, their movements are choppy and erratic as if i am playing with high gamespeeds.
then when the enemy waves starts, the cloned enemies all spawned without weapons, i fixed this one by placing the main enemy characters closer to the playing area, but it still requires me to look at the main enemies for them to spawn with guns.
and due to the low framerate and the AI characters erratic movements, they are quite difficult hit.
this also happen to me when i play on other people's maps featuring waves of enemies or large numbers of regular enemies.
the AI enemies run and jump all over the place at superspeed and they recover from ragdolling much quicker than in singleplayer mode, they sometimes even pop through thick walls.