Those are quotations, and I said "HPE/Valve's words" above it. I suggest you 
visit the news article when Valve removed the higher tickrate options from CS:S.

http://store.steampowered.com/news/3976/

I'm getting tired of people providing others with the wrong information, please 
refrain from spreading false information.
  ----- Original Message ----- 
  From: Travis Brown 
  To: [email protected] 
  Sent: Tuesday, September 18, 2012 4:08 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


  "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."
  Thats your opinion. Getting tired of ppl crying about tickrate and fps. Leave 
it alone and let those who want to use it use it. If you dont want to use it 
then dont. 

  On Sep 18, 2012 4:05 PM, "Calvin Judy" <[email protected]> wrote:

    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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