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What I would like to find in an optimal world would be a competitive matchmaking system, as it is implemented right now in CS: GO, but using "better" servers. I personally subscribe to ESEA and enjoy it thoroughly. The quality of server is much better than traditional matchmaking and skillful aiming is rewarded without having to worry about horrible registry.
128 Tick Doesn't Matter
Home Questions Tags Users Unanswered. How to find matches on ticks server? Have a nice day! Try searching or tick in the server browser, most of them should have it as a tag. I may have formulated badly my question: I would like to find a "competitive" system, outside of the CS: Because I really enjoy the whole match "strategy" behind and I would like to be able to play "competitive matches" with friends, on real servers ; I'll edit my question: Try taking a gander around here csgoforum.
Tick Doesn't Matter
Last edited by Cosmotheoros ; 15 Dec, 2: Pingviini View Profile View Posts. I just wish they would introduce a ranking system similar to Overwatch and League of Legends. I agree with Meik0, we should expect the best possible ingame experience. A tickrate would definitely improve the expericne of many players.
So many players have to go on other platforms to do that while it just could be integrated and easy for everyone. Start a New Discussion.
- counter strike global offensive - How to find matches on ticks server? - Arqade;
- Argument 2) 128 tick provides better hit registration.?
- MatchMaking Tickrate 64 instead of ? :: Counter-Strike: Global Offensive General Discussions.
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This may be cause anywhere between the client and the server with the packets sent or received being delayed by an unpredictable amount of time. This of course throws off how the server predicts when the shot happened. B Poor server bandwidth.
If packets are dropped, they will not reach the server and the server will not process certain events that the client is performing. If a client had a constant stable latency, the server isn't choking, and no packets are dropped, hits would never fail to register.
The client sees exactly what the server sees, but it is delayed by latency and distorted by packet loss. I will tell you for a fact that if the user input was limited to 32tick intervals, nobody would even be able to notice. Your movement isn't even affected by the server unless you are lagging considerably, since your movement is predicted client-side.
How smooth your display is depends on:. Again, you still benefit from a Hz monitor on 64tick because your client is still interpolating between packets. Humans can not overload 64tick with keyboard or mouse input, and because of this fact, servers and clients can interpolate the data given and provide a near perfect experience that will not be improved by tick.
Sure, tick is better.