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TOPIC: [SSRP] 60 Tickrate

[SSRP] 60 Tickrate 7 years 7 months ago #408036

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[SSRP] 60 Tickrate 7 years 7 months ago #408247

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[SSRP] 60 Tickrate 7 years 7 months ago #408303

:plussp:

killed you in a 1v1 event
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Last Edit: 7 years 7 months ago by spodermon.
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[SSRP] 60 Tickrate 7 years 7 months ago #408323

Please do not
I've foujnd that the increase from ~16 to 30 made it exponentially harder for me
It somewhat put a ceiling on my ping. Everyone was experiencing issues, so it was even.
Once the tickrate changed people stopped having the same problems me and many others do.
Leave it at 30
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[SSRP] 60 Tickrate 7 years 7 months ago #408345

kristofferson wrote:
Please do not
I've foujnd that the increase from ~16 to 30 made it exponentially harder for me
It somewhat put a ceiling on my ping. Everyone was experiencing issues, so it was even.
Once the tickrate changed people stopped having the same problems me and many others do.
Leave it at 30
Its probably because ur ping is 300.
The tickrate increase Fixed some issues for me and for alot of people and Also If Im not mistaking Server 3 was 66 tickrate At first launch and The hit detection on there worked beautifully with 200 ping.
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[SSRP] 60 Tickrate 7 years 7 months ago #408360

Mobile Task Force Gunner wrote:
Its probably because ur ping is 300.
The tickrate increase Fixed some issues for me and for alot of people and Also If Im not mistaking Server 3 was 66 tickrate At first launch and The hit detection on there worked beautifully with 200 ping.
30 is fine, I just got used to bhopping
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[spoiler=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13]]'throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13][/spoiler][quote=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13]][code=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]...
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[SSRP] 60 Tickrate 7 years 7 months ago #408392

10 hit to head -> nothing
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[SSRP] 60 Tickrate 7 years 7 months ago #408398

It'd really help if Emp or Chute reacted to this they probably know best if it's gonna mess the fps up or not.
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Zooming in is great guys!

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[SSRP] 60 Tickrate 7 years 7 months ago #408428

60 tickrate brings in more competition to the game and in the long run a bigger playerbase. The servers will regain it's deserved popularity that it had before. Because now it takes luck to hit most shots however if the server can't handle 60 tickrate = rip zarp
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Last Edit: 7 years 7 months ago by catboy sven ツ.
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[SSRP] 60 Tickrate 7 years 7 months ago #408451

DEADMONSTOR wrote:
Bilbo Swaggins wrote:
RFlexxxT__T wrote:
Keep the 60 tickrate for the perp server.

Yaay another PERP failure let's goo.

With that attitude it wont go far.

Keep an open mind before you make decisions
don't tell me your making another server
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Smo change ur password lol
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[SSRP] 60 Tickrate 7 years 7 months ago #408611

kristofferson wrote:
Mobile Task Force Gunner wrote:
Its probably because ur ping is 300.
The tickrate increase Fixed some issues for me and for alot of people and Also If Im not mistaking Server 3 was 66 tickrate At first launch and The hit detection on there worked beautifully with 200 ping.
30 is fine, I just got used to bhopping
It really isnt.
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[SSRP] 60 Tickrate 7 years 7 months ago #408614

Mobile Task Force Gunner wrote:
kristofferson wrote:
Mobile Task Force Gunner wrote:
Its probably because ur ping is 300.
The tickrate increase Fixed some issues for me and for alot of people and Also If Im not mistaking Server 3 was 66 tickrate At first launch and The hit detection on there worked beautifully with 200 ping.
30 is fine, I just got used to bhopping
It really isnt.
It really.. Really isn't I have to concentrate hard if I want to pull off a bhop around the map now, it's definately way easier on a higher tick (I think so for me atleast)
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Zooming in is great guys!

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[SSRP] 60 Tickrate 7 years 7 months ago #408736

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[SSRP] 60 Tickrate 7 years 7 months ago #408788

No offence to anyone in this thread, but most of you don't truly understand what it is your talking about, CSS is a fairly different game then gmod and CSGO is on a newer version of the engine entirely. Trying to use them to compare to GMOD is honestly irrelevant. DarkRP is a very performance heavy gamemode, that is trying to run in a single threaded decade old engine. What CSS and CSGO don't have to worry about is LUA. You've said that as far as you know it only effects usage and as I've said before means that GMOD and CSS are very different environments. All of the custom stuff that the server is doing * 90 people + higher tickrate = a much worse server experience in our option. We've spent years (Chute has almost been doing this for a decade now) running Gmod servers, and the tickrate is set a level we feel confident will provide the most consistent experience for a 90 slot server.

That being said we've made massive performance improvements to the gamemode over the past year, so it might be plausible to run the servers at 60 tickrate.

Not to mention alot of the issues you mention of bugs in Garrys Mod that is effected by the lack of precision in Source over an extended server uptime and is not something that even Garry can fix.
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[SSRP] 60 Tickrate 7 years 7 months ago #408981

Warning: Spoiler! [ Click to expand ]

Thank you very much for the clear answer.
I really wouldn't want the performance to get fucked up even more tbh, that'd probably finally push me to quit.
Anyways you guys really know your shit do what you think is best I guess.
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Zooming in is great guys!

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[SSRP] 60 Tickrate 7 years 7 months ago #408997

TimeForPug wrote:
10 hit to head -> nothing

true
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[SSRP] 60 Tickrate 7 years 7 months ago #409255

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[SSRP] 60 Tickrate 7 years 7 months ago #409559

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[SSRP] 60 Tickrate 7 years 7 months ago #409675

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[SSRP] 60 Tickrate 7 years 7 months ago #409957

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