Counter-Strike: Global Offensive
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This means I can't blame my poor aim on hitboxes anymore

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Surely this would negate a lot of the "tick" issues? 128tick was better because with the old shitty hitboxes they were updated twice as regularly and provided better feedback. Now with the new super accurate hitboxes maybe 128tick wont be as noticeably better?
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Just made about £30 by selling my M4A4 Asiimov which has jumped up in price since the update. I'll just rebuy one back when they go back down to normal levels

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Time to buy a Hyperbeast or Icarus Fell

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All these updates and still shitty 64 tick. Give me 128 or GTFO.
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Quote from jackophant
Surely this would negate a lot of the "tick" issues? 128tick was better because with the old shitty hitboxes they were updated twice as regularly and provided better feedback. Now with the new super accurate hitboxes maybe 128tick wont be as noticeably better?
The whole "64 tick... is a joke..." complaint is people misunderstanding the issue entirely. Valve servers suffer more from plain poor performance plus sync bugs, but this update fixed the sync issues. Of course 128 ticks/sec will still be better, as much as the 7.81ms between ticks helps, which isn't much. If you've ever watched a 120hz strobe, it's apparent how little it would help.
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Quote from DrywallDreams
The whole "64 tick... is a joke..." complaint is people misunderstanding the issue entirely. Valve servers suffer more from plain poor performance plus sync bugs, but this update fixed the sync issues. Of course 128 ticks/sec will still be better, as much as the 7.81ms between ticks helps, which isn't much. If you've ever watched a 120hz strobe, it's apparent how little it would help.
Uhh.. if your command (from mouse/keyboard) is getting "in between" the ticks in 64, then it sucks and it's not registered. 128 makes it less likely to happen. It's small time, but small things matter in vidya games like CSGO. Source just works weird with 128 tick on other stuff, like doors and jumping/physics (you can jump easily higher with 128 than 64).
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doors were fixed. Shows valve at least think about 128 tick even if they can't commit to it ingame.
They would basically need to substantially up their server hardware and bandwidth for 128 tick across the board
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Had a game on Mirage last night and I was in underpass approaching mid/window. Heard some footsteps approaching window and a CT guy jumped up to peek underpass. Shot him straight in the face. Previously that shot would have probably not registered.
I was defending the bomb on A at one point and the last guy was approaching A from connector. I jumped over the box to see if he could hit me. He shot me right in the face.
I'm liking the newly synchronised
hitboxeshitcapsules
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30 tick servers are still laughably bad. Old cs servers were like, 100 tick minimum if you wanted a good server
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a lot of people are overlooking the fact that the neck is now part of the "headshot" hit capsule. so clickin skulls just got easier from more accurate hitcapsules AND neckshots! woop woop
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Quote from SotaPoika
Uhh.. if your command (from mouse/keyboard) is getting "in between" the ticks in 64, then it sucks and it's not registered. 128 makes it less likely to happen. It's small time, but small things matter in vidya games like CSGO. Source just works weird with 128 tick on other stuff, like doors and jumping/physics (you can jump easily higher with 128 than 64).
It's an incredibly rare possibility, though. Most players' monitors don't even display within that time (even the best monitors out there get ~1 frame latency at highest refresh rate). 128 ticks/sec is better, but not a really obviously beneficial change.
Most physics bugs were fixed on 128 ticks/sec recently, so that's essentially the same now too.
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You all seem to have a far greater understanding of the differences between 64 and 128 tick than I do. Is it possible that the reason I get near constant stuttering and lag (despite an avg ping of around 50) on the Mapcore test server that it's 128 tick? I never have the same problem on official servers, so up until now I had assumed that it was due to poorly optimised maps but all this talk of ticks got my brain ticking. Tock.
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Quote from text_fish
You all seem to have a far greater understanding of the differences between 64 and 128 tick than I do. Is it possible that the reason I get near constant stuttering and lag (despite an avg ping of around 50) on the Mapcore test server that it's 128 tick? I never have the same problem on official servers, so up until now I had assumed that it was due to poorly optimised maps but all this talk of ticks got my brain ticking. Tock.
That could be if you're joining through steam/any URL rather than the server browser. For some reason, there's a bad memory leak in the game if you join a server that way. A faster tickrate makes the memory leak faster.
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Quote from DrywallDreams
That could be if you're joining through steam/any URL rather than the server browser. For some reason, there's a bad memory leak in the game if you join a server that way. A faster tickrate makes the memory leak faster.
The problem does seem to get worse the longer I'm connected to the server so that would seem to make some sense, other than the fact that I only ever connect through the favourites tab in the server browser. :s Thanks for the insight though, I'll do some further investigation.
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Quote from jackophant
a lot of people are overlooking the fact that the neck is now part of the "headshot" hit capsule. so clickin skulls just got easier from more accurate hitcapsules AND neckshots! woop woop
The head is also bigger now.
[Blocked Image: http://i.imgur.com/BbQkkwo.png]
[Blocked Image: http://i.imgur.com/GFVS51V.png]
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sexy new kniiiiiiiiiiiiiife
[Blocked Image: http://media.steampowered.com/apps/csgo/blog…dow_case/00.jpg]
vidya demonstration:
http://media.steampowered.com/apps/csgo/blog…p_de_dust2.webm
Doesn't look to have separate attack and "landed backstab" swipes.
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...that looks awful imo
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