I have a vague recollection that it was fixed or mostly eliminated in Quake 3. It was definitely still an issue in Quake 2, and one relatively well-known cheap trick was leading people towards particularly architecturally dense parts of the map and using a weapon such as the hyper-blaster, which was a high rate of fire laser gun for some unfortunate reason was implemented as a discrete particle/projectile for each shot. This would sometimes slow down the opponent(s) significantly enough to make a difference.
There were also special moves, especially rocket jumps, and double-jumps that were impossible <60fps, and got easier towards 100+ (This being in the days of 200MHz pentiums and software rendering, "Monster 3D 4MB", and intense envy of those who could afford 2x 12MB Voodoo II cards.