I can consistently name what tickrate the server is running, and I'm
not a professional. It's EXTREMELY clear.

On Fri, Sep 21, 2012 at 4:12 PM, Saul Rennison <[email protected]> wrote:
> "You cant argue with facts."
> You provided none, other than opinion ("They all argued that there is a
> clear difference between 64 and 128 tickrates").
>
> Also, multiplay could lock the tickrate already if they so wished. They
> aren't a GSP lobbying to get tickrate removed.
>
> Nor am I saying to lock the tickrate. I'm saying it has no effect on hit
> registration, there is no logical reason behind the scenes for it to have
> such an effect. If you show me a study where your "top european players"
> played 10 games on 66 tick, then 10 on 128, and could consistently name
> which server they were playing on, then I would believe you. At the moment
> it's all conjecture.
>
> Also Travis:
> "If you shoot in a Source game, when the server receives your move packet
> (cl_cmdrate times every second), it moves the world back in time to the tick
> at which you shot (and also factors in your interpolation). It then hit
> scans your weapon. If you shot a player. You get a hit.
>
> Tickrate cannot affect hit registration unless it is very low (e.g., 20).
> But 66 definitely isn't a low tickrate. Although this argument isn't as bad
> as "1000fps improve hit reg" (that was the most ridiculous thing I'd heard
> in my life even though ticks are still only processed 66 times per second.
> Yay for wasted CPU!), it is still unfounded. I challenge anybody to provide
> actual facts and not an opinion (e.g., "CS:S could do it" or "there's demand
> for 128 tick"), as to why doing this more times per second would affect this
> process?"
>
>
> Kind regards,
> Saul Rennison
>
>
>
> On 21 September 2012 20:31, Valtteri Kiviniemi
> <[email protected]> wrote:
>>
>> I actually interviewed some of the top players in Finland about this
>> tickrate debate. They all argued that there is a clear difference between 64
>> and 128 tickrates and ESL league does not even allow using other than 128
>> tickrate servers on league matches. They also said that they have noticed
>> the door problem and that it is not really a problem at all, since everyone
>> at competitive gaming just blow the doors away with a HE grenade.
>>
>> They also said that they quit playing CS: Source after the tickrate was
>> locked and moved back to CS 1.6. The tickrate locking was one of the biggest
>> failure in source competitive playing history.
>>
>> I am the biggest game server provider in Finland and I do have good
>> contacts with the top players in the major competitive leagues. I have said
>> this before but locking the tickrate to a lower value would be absolutely a
>> gigantic fuck up and would absolutely without now doubt ruin CS:GO (and
>> Valves) reputation at competitive playing.
>>
>> CS: Source was a failure of getting the masses move from CS 1.6 so do not
>> make the same mistakes with CS:GO. CS:GO is at the moment very popular in
>> competitive playing so do not fuck it up with locking the tickrate because
>> some random server providers (multiplay) are whining about it with no
>> reason.
>>
>> And asking about proof how the tickrate 128 is better is the same as
>> asking that can you proof that the 64tick is not crappier? The fact that the
>> top players in Europe say that there is a very noticeable difference is
>> proof enough.
>>
>> If some server hoster (multiplay) has crappy server hardware which is not
>> capable of running 128 tick servers it is not a reason to lock it to
>> everyone. Tickrate should never ever be locked to any value, it should aways
>> be freely configurable option. That way we can host 128 tickrate competitive
>> servers for the top players in the world who travel around the world with
>> different competitions and represent CS:GO in different tournaments and help
>> get the game the most successfull CS ever.
>>
>> And also host high slot public servers with 64 tickrate since they do not
>> have to be so high performance server and that way they use less CPU and we
>> can host more slots.
>>
>> Remember this and end this stupid conversation about tickrates. These are
>> the facts and if someone disagrees with me, then he is simply wrong or has
>> some mental problems. You cant argue with facts.
>>
>> - Valtteri
>>
>> 2012/9/21 lcz # GalegO <[email protected]>
>>>
>>> I have a solution:
>>>
>>> Tock a HE and explode all the doors!!! So you don't need to wait the slow
>>> door to open...
>>>
>>> BR,
>>> lcz # GalegO
>>>
>>>
>>> ________________________________
>>> De: Nomaan Ahmad <[email protected]>
>>> Para: [email protected]
>>> Enviadas: Sexta-feira, 21 de Setembro de 2012 13:23
>>> Assunto: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor
>>> de_nuke_se move slower than when it is @ 64 tick server
>>>
>>> ITS ONLY A FUCKING DOOR FFS....
>>>
>>> On 21 September 2012 17:15, Steven Hartland <[email protected]>
>>> wrote:
>>>
>>> Which evidence are you referring to?
>>>
>>> ----- Original Message -----
>>> From: Absurd Minds
>>> To: [email protected]
>>> Sent: Friday, September 21, 2012 5:10 PM
>>> Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor
>>> de_nuke_se move slower than when it is @ 64 tick server
>>>
>>> Exactly. The difference is so remarkably clear I don't understand why
>>> people are trying to twist these words into incoherence in an attempt to
>>> 'prove' there isn't a difference. There is clearly a difference if you play,
>>> and clearly a difference if you read the 'evidence' with intellectual honest
>>> instead of dishonest word play
>>>
>>>
>>> ================================================
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>>>
>>> In the event of misdirection, illegible or incomplete transmission please
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>>>
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