Was this a private match, or a public match? Private matches are P2P, so router shenanigans can have outsized impacts. Ping also doesn’t tell you all of the network health, just general speed: High lost packets for whatever reason would not show up on ping but could cause trouble. High jitter, caused by network congestion, can also cause trouble too (Since the game is mostly UDP for gameplay data, IIRC, then packets arriving out of sync could cause weird stuff to happen: UDP guarantees its speed by discarding out of sync data, ignoring corrupted data, etc).
On the first video, that’s entirely what could have happened: Out of sync data caused the predator to get locked into a geometry collision once all of the game states were back in sync again. I’m not also attempting to downplay how annoying getting caught is by this statement, unfortunately getting locked on geometry can happen in nearly every game: I got stuck in a bookshelf/wall when I was playing Control last night, and there’s 0 network stuff at play in that game.
It it was a public matchmade game, the video will give us enough clues for QA to test for a sticking issue there though, so please confirm if it was or not.