Where have I said that tickrate does nothing? I said, "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."

Again, it really helps if you actually read my response before jumping to 
conclusions and throwing together a sloppy response that will further 
complicate this issue.
  ----- Original Message ----- 
  From: Travis Brown 
  To: [email protected] 
  Sent: Tuesday, September 18, 2012 4:22 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


  Im getting tired of ppl like you saying tickrate and fps do nothing. 

  On Sep 18, 2012 4:14 PM, "Calvin Judy" <[email protected]> wrote:

    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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