Are you saying that having a game state calculation more often does not
improve hit registration accuracy?

On Tue, Sep 18, 2012 at 1:04 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 <[email protected]>
> *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 <[email protected]>
>> *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 <[email protected]>
>>> *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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