multisync plugging uses TCP commands only. this is not desireable for multiplayers games.
multiplayer games use UDP commands because it is faster to implement and sent by the system.
Not entirely accurate my good sir.
Game's typically use UDP where data is not important, such as unit position, since it's updated constantly anyway a few lost packets don't matter
And they use TCP for crucial data that MUST be there and must occur within order, such as text messages, death events, event triggers, damage dealt, player/ai spawned etc
It is significantly less efficient when using UDP to handle these events, as you need to check timestamps and manually order them (no good receiving an event trigger 10ms before the players death trigger, if they were supposed to die first, preventing the event)
And especially when losing game critical events, such as a player dying. If that player didn't receive their death notice, they could still be running around killing people. If the packets never arrive there's no way the client knows it should happen, and must periodically check with the server what has been happening and what it has received