"fire & forget" seems the best option for fast paced games, but even then there are messages which should be reliable - player connect/disconnect, player A headshot'ed player B, combat log or chat.
1) Is sending these messages "reliable way" best option? Syncing seems like wasting bandwidth. When data (eg. combat log) grows we will have to sync only newest part of data, which gives another layer of complexity and there is still possibility of loosing some data with bad connection quality.
2) Is sending messages in different delivery methods supported by most networking libraries? What I mean by that - are there any problems when sending 5 unreliable messages followed by 1 reliable? I am currently using lidgren but if someone has used other libraries I would gladly learn about them too.