That is absolutely what I'm saying, it's more physics calculations per second. 

What you're talking about is interpolation, and it isn't dependant on tickrate. 

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation

Turn on sv_showimpacts 1 with different tickrates, if you have to, download 
didrole's tickrate enabler and set your tick to odd variables, you'll notice 
the hitboxes don't change. However, physics calculations will change, and 
probably break for the most part, dynamic debris on the ground will probably 
fly into the skybox when stepped on, doors will react as said earlier. 
  ----- Original Message ----- 
  From: Jeff Morello 
  To: [email protected] 
  Sent: Tuesday, September 18, 2012 4:20 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


  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 
      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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