Hard to leave it alone when it is breaking things, right?

It would be nice if Valve showed some consistency on things like this. Either leave it enabled or disable it across the different builds.

On 18.09.2012 13:08, Travis Brown wrote:
"Higher tickrate doesnt 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 youre 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]
[24]> wrote:

Travis, maps arent compiled to specific tickrates.
 
HPE/Valves 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 doesnt 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 youre doing is creating
inconsistencies.

----- Original Message -----
FROM: Travis Brown [17]
TO: [email protected] [18]
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] [19]> 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 [8]
TO: [email protected] [9]
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] [10]> wrote:

Thats not what I understood, so care to provide evidence of
that?

----- Original Message -----
FROM: Travis Brown [1]
TO: [email protected] [2]
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] [3]> 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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