esportsinitative
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Id 463316
Signed up 2013-11-20
Comments 27
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64tick>128tick
That's what I said, I implied that me with a louser gear has better FPS than his shit.
Update inc or?
Eat a cookie and chillax, you seem tense in life. I think it's you exaggerating the amount of cheaters, I've to agree in global there's a whole lot of cheaters. :)
Update inc or?
There's no need for AC update, Overwatch grabs the obvious ones, barely a few people circeljerking with cheats on MM
TyLoo replace coL at MSI Beat it
öö? I had 120hz fine on this Optimus laptop, that's a bogus
64tick>128tick
How can you have such fps when I have 800x600 and 180fps+ in CS:GO? o.O I have a laptop, GT630M 8GB I5??
64tick>128tick
Quick math, sometimes 7.8+80=87,8 but im so tired sometimes
Update inc or?
That's not the only thing they've implemented during the time CS:GO has been out. If you haven't noticed, they upgraded the spectatorship of CS to a completely new level They included several ke...
64tick>128tick
Yeah then 64 tick is prima for you I guess, you'd be less dependent on the lerp and more dependent on not getting loss.
64tick>128tick
That is the case as tickrate is simple speed per world snapshot. You see 64 ticks per second, compared to 128tick on actual matches. Try driving a car 64 kilometers an hour and then try to go up to...
Update inc or?
Keep that personal opinion to yourself when talking about the community. I rather have game improvements then a silly tick-rate change on the server. There're other highly prioritized issues that V...
64tick>128tick
Na, that's not unfortunate, i find it more balancing in the game-nature. 7.8 ms lerp is too quick for the game actually, especially when the prediction calculations are inaccurate. 128 tick is t...
Update inc or?
^ This. People won't understand this at all because they think that VALVE can just spew out servers for a few millions like that. The DOTA2 bandwidth is shared on a cloud connection with several no...
64tick>128tick
You can imagine, playing on 128tick and utilizing cl_interp_ratio "0" and cl_interp "0" definately makes your prediction out of bound when you got dem russian/latvian/baltic ping to these servers. ...
Update inc or?
That's why you try to debug the stuff you implement over a period of time, to actually see if the additions are properly done
Update inc or?
They couldn't, its not effective imagine that CS:GO has one million player each month roughly. It's ridiculous how many that plays the games over a month.
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