Travis, maps aren't compiled to specific tickrates.

HPE/Valve's words:
"Tickrate has a host of side effects on network code, weapon firing speeds, 
force impulses (like throwing weapons), and physics, and this will help us 
create a more consistent experience for Counter-Strike."

That was when they removed tickrate in on the CS:S orangebox build, the same 
thing needs to happen here. It should be limited and fps_max should be 
dependant on it. (I believe they have already enforced the fps_max back to the 
tickrate.)

Higher tickrate doesn't make competitive games any better, neither does higher 
fps, all of you who keep trying "get ahead" of other servers by changing 
tickrate/fps_max, all you're doing is creating inconsistencies. 
  ----- Original Message ----- 
  From: Travis Brown 
  To: [email protected] 
  Sent: Tuesday, September 18, 2012 3:15 PM
  Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nuke or 
de_nuke_se move slower than when it is @ 64 tick server


  Because the map was prolly optimized for 64 tick? It can be fixed.

  On Sep 18, 2012 2:23 PM, "Steven Hartland" <[email protected]> wrote:

    So care to explain how a map can break the timing of something, when its 
the engine which does the timing ;-)
      ----- Original Message ----- 
      From: Travis Brown 
      To: [email protected] 
      Sent: Tuesday, September 18, 2012 7:12 PM
      Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nuke or 
de_nuke_se move slower than when it is @ 64 tick server


      It was removed cause the game engine couldnt do it properly as the game 
was ported. It has been done right this time. The map needs fixed, not removal 
of tickrate. Lol

      On Sep 18, 2012 2:09 PM, "Steven Hartland" <[email protected]> 
wrote:

        That's not what I understood, so care to provide evidence of that?
          ----- Original Message ----- 
          From: Travis Brown 
          To: [email protected] 
          Sent: Tuesday, September 18, 2012 6:55 PM
          Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nuke 
or de_nuke_se move slower than when it is @ 64 tick server


          That isnt why it was removed.

          On Sep 18, 2012 1:42 PM, "Steven Hartland" <[email protected]> 
wrote:

            This is why the trickrate should NEVER have re-introduced!

            It was removed for a good reason aka because it broken stuff, just 
like this.

            PLEASE PLEASE guys remove it again, it will prevent a world of hurt 
in the long run!!

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