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Thread: TPG CSGO Cloud Server needs play testing
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09-30-13, 05:14 PM #81
Re: TPG CSGO Cloud Server needs play testing
oh I'm in no way dismissing it. I just have no way to know what "massive tickrate drop" equates to game lag, rubber banding, etc. And CS players have a history of being... uncompromising... So I'm not sure what is a game breaker and what is a mild annoyance. So, just trying to figure out what's acceptable and what's not.
I think we can all agree that the old server is unacceptable and we'll probably retire it... like... any moment now.
Krakkens and shit. stop tempting them. -- Bigdog
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09-30-13, 06:50 PM #82
Re: TPG CSGO Cloud Server needs play testing
When the server tick drops, shots don't register, nades hang in mid air and then appear several yards forward, movement is the same. Its most obvious when you are a T rushing a site and all the above stuff happens at once.
Quite a few players commented on the lag last time this was happening. I'd be fine with dropping the tickrate to 102.4 (which was the beta standard) as long as the server holds its tick rate. Consistency is needed. Just don't run the server below that, because then the game becomes less responsive.~BigTymer~ liked this post
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10-01-13, 06:58 AM #84
Re: TPG CSGO Cloud Server needs play testing
Servers now at 102.4 tick. Decreased the max rate as well to match
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