Why sync client and server tick?

I have been working on my networking solution in Unity for a few months now. It’s Valve/Quake style. I have implemented a delta compression system where I compress commands and states etc and have implemented client-side prediction, and I still don’t understand why would I sync the client and server tick, other than to schedule future events to happen at the same time both on the client and the server (for example, to have a bomb explode at the same time regardless of latency). But most thing

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