this image is cancer
There isn't a game on earth that can emulate what that "good netcode" supposedly looks like. Unless you have a magic internet device with 0 latency. Not to mention the point of view of the shooter is ignored.
Here's a simplified description.
What client side(colloquially) hit detection actually does is ensure when you shoot at something you can see you will get hits. This can result in you (the target) getting hit after it appears you've taken cover. (read about lag compensation in the article below for more on why this must be the case) (and on a side note, the hit detection is almost certainly done on server side, but it's called "client side" because of the way this method takes latency into account)
However, the alternative isn't rosy either. Server side(colloquially) hit detection means that often you'll shoot at something you can see and your bullets will pass right through targets. Their position just wasn't updated on your client, they had already taken cover. (read about input prediction in the article below for more on how this can get really bad really fast)
Latency has to appear somewhere, and it ends up making either the shooter or the target angry. Most games try to strike a balance. In reality, Battlefield 4 isn't strictly one or the other, and likely uses a system that balances latency between shooters and targets - just like almost every other FPS ever made.
If you think you're doing poorly in multiplayer because of "netcode", I'm sorry but you're full of it. Unless you are xxxgamer420elitesniperxxxyourmomheadshot_dubstepxxx pro FPS player your performance isn't going to be impacted. Plenty of people can absolutely dominate servers despite the supposed "shitty netcode". Every player has to deal with it.
Focus on your game, not on netcode. It's not holding you back.
For those players out there who are interested in more detailed netcode information, heres a good place to start:
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
the source engine's netcode has been absolutely picked apart and you can find quite a good bit of information scattered across the internet on the tradeoffs valve makes for its CS games.