Its not breaking things. Its a matter if a door being a little slower on
one map.
On Sep 18, 2012 4:12 PM, "Russell Smith" <[email protected]> wrote:

> 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: 
>>>> csgo_servers@list.**valvesoftware.com<[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: 
>>>>>> csgo_servers@list.**valvesoftware.com<[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: 
>>>>>>>> csgo_servers@list.**valvesoftware.com<[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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