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SUBTICK TRUTH
 | 
Scotland Perfectly_Demonstrated 
youtube.com/watch?v=Roab6aZPlHA it seems 64 tick vs 128 tick only matter for animations, so only difference is visual feedback. hit reg etc dont change
2023-09-21 15:53
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Hltv boys cant understand it and will listen Lobanjica
2023-09-21 15:54
20 replies
faceit enjoyers in the mud
2023-09-21 15:54
9 replies
#13
 | 
China Mahiro
So true my fellow gn3 sister! I can’t wait to slobber on gaben’s meat over the amount of spinbotters we get to play on 64 tick!
2023-09-21 16:02
3 replies
XDD
2023-09-21 16:47
HAHAHAHAHAHHA +1111111111
2023-09-21 17:50
#109
zet | 
Poland n3on_
bro let's be honest. have you set up your own server to play with friends? it is much better than cs go ever has been. Valve's servers are the problem. they have huge delay that it is insane. you can hop on to official l4d2 server and see that you will miss a zombie in 1 meter range. while on local it is sharp... they should fix it, but I won't be surprised if those dumb idiots won't
2023-09-21 21:53
u fucking bot, dont deserve to play cs
2023-09-21 16:42
1 reply
its a very obvious bait
2023-09-21 16:47
#104
 | 
Bosnia and Herzegovina deekayy11
not rly, valve almost don't have an anticheat at all and the one they have you can bypass
2023-09-21 21:44
2 replies
#110
zet | 
Poland n3on_
"Bypass". there is no need to bypass it bro bahaha. at least for faceit you should paste kernel cheat instead of a normal one (ofc with junk on top so faceit ac becomes blind)
2023-09-21 21:54
1 reply
#111
 | 
Bosnia and Herzegovina deekayy11
hahahah true actually but i meant with that command u can use to disable it fully, idk i haven't come up against cheaters on faceit i'll be honest, only 1 in like 1k matches
2023-09-21 21:59
we still need them to fix the visual lag lol, only way to do it rn is 128 tick server or they need to do something new
2023-09-21 16:05
8 replies
Its still beta, let them cook
2023-09-21 16:21
7 replies
game is supposed to be released within 2 days, gl with that
2023-09-21 16:30
6 replies
#41
 | 
Brazil Fusk4
6 days*
2023-09-21 16:42
4 replies
summer
2023-09-21 16:56
3 replies
2 replies
? where are they saying it will be released on wednesday? summer is ending in 2 days.
2023-09-21 17:00
1 reply
#67
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Brazil Fusk4
They aren't known for making vague posts on X, so this can be interpreted as a hint. Seen that this is latter to the original trailer, we can consider the possibility of delay
2023-09-21 17:11
i dont think they will release it, honestly just expect the unexpected
2023-09-21 16:49
thank you!
2023-09-21 16:22
#4
broky | 
Latvia eboleN
all because of an animation, shame the shots get registered the way they' re suppossed to. broken game! !! unplayable!
2023-09-21 15:57
what aboud nades though you cant throw 128 tick jumpthrow nades on 64 tick also bhop and defuse are different
2023-09-21 15:57
2 replies
If everything in the game is 64 tick why do 128 vs 64 tick lineups matter exactly? Agree w bhop being less consistent How does defusing change?
2023-09-21 16:02
1 reply
Mr Maxim have mentioned in multiple videos that bhopping gets way more consistent with a simple command change, and that he has contacted them about it, but they never got back to him nor changed it :(
2023-09-21 19:46
I will ignore everything, listen to "Lobanjica" and cry on HLTV/Twitter everyday !
2023-09-21 15:58
#9
 | 
Ukraine eugcomax
but nades are still different on 64 and 128
2023-09-21 15:59
1 reply
#42
 | 
Brazil Fusk4
2023-09-21 16:44
This is just straight up false because movement and nades change depending on tickrate
2023-09-21 16:07
12 replies
how is movement different?
2023-09-21 16:08
11 replies
ability to hit bhops goes down on 64
2023-09-21 16:17
9 replies
#23
 | 
Wales Hi_Im_New
Not in subtick
2023-09-21 16:19
source
2023-09-21 16:23
1 reply
2
2023-09-21 22:01
Bhopping was easier on 64 tick, you had a longer timeframe to trigger the jump. You have to hit the tick where you land with you scrollwheel, which you have double the chance to in 64 tick. In new subtick, bhop ability is dependant on the jump_penalty value that is sv_cheats protected and was changed by Valve already weeks ago. Go private server and play around with the values yourself. Subtick works, but the animations and viewmodel are based on triggered when you client receives the package from the server which happens end the end of the tick + ping delay, that's why it feels off. They could do it clientsided and but that would probably mess something else up with interpolation or open opportunity to abuse and cheats. Best bet is they somehow use AI to refine their interpolation, or use 128 tick which would reduce the delay by ~7ms but wouldn't solve the problem. Most people have 20-30ms ping delay anyways and that has nothing to do with tickrate.
2023-09-21 16:49
5 replies
Stop pretending you know what you are talking about. Bhopping is easier on 128 tick
2023-09-21 16:59
4 replies
You're more used to it be, but it's not. 64 tick is objectively easier. In 128 tick scrolling faster works better, but when you scroll as fast in 64 tick, it can be too fast. In 64 tick it's easier to hit bhops as long as you're not scrolling too fast. Just because you've spend 20x more time training bhop on 128 tick and hitting the correct scroll speed doesnt mean it's easier. The margin for error in 64 tick is twice as forgiving. You're just not used to it.
2023-09-21 17:08
2 replies
g2 fan therefore don't care
2023-09-21 21:38
see theres a logicall error in your way of thinking on bhop you have 50% chance to hit a perfect bhop (where you keep your speed) and 50% to hit a non perfect bhop (where you loose your speed) in 64 the server updates your inputs twice as slow so you have less chance to hit the perfect spot because your agent model keeps falling down and there is a tick perfect timing to jump off the ground
2023-09-21 21:41
? :D explain how could it be possibly easier to hit perf on 128t than it is on 64t. thank you!
2023-09-21 21:38
you can jump farther on 128, get more speed, surf is faster, strafes more accurate, everything is better on 128 tick. try any KZ map on 64 and then 128 tick, you will immediately feel the difference.
2023-09-21 16:53
#20
 | 
Poland borbor
yeah, but it feels like playing with 100ms latency and it can only be mitigated by higher tick rate
2023-09-21 16:12
2 replies
it feels like high latency because the animation is delayed it will be fixed very soon and will feel better than 128tick higher tickrate is not the solution to this problem, it will reduce the animation lag by half but it will be still present let volvo cook, it's still beta
2023-09-21 16:21
1 reply
Animation lag is not only the tick delay (7ms difference) but also your network ping and the time it takes your network card and cpu to process the package. 30 Ping and 64 tick would be 45ms delay, 30 ping and 128 tick would still be 37ms delay. They most definately have a reason why the animations are not solely client sided, which would fix this single issue. But then people would see a headshot on their monitor and hear the dink but do no damage on the server like in other shooters = bad hitreg. Either way, people would be pissed and cry.
2023-09-21 16:54
People are very inclined to believe in their own capacity and skills. For instance, being able to tell the difference between 64 tick and 128 tick, then in reality we're talking about a millisecond here and there. The signals to your brain doesn't even travel fast enough for you to register and notice this difference, yet people continue to argue and blame 64 tick when they die. The truth is you simply missed your shot.
2023-09-21 16:25
25 replies
People LOVE to blame everything around them for their failures
2023-09-21 16:32
#38
 | 
China Mahiro
#36
2023-09-21 16:37
2 replies
#43
 | 
Brazil Fusk4
go outside bro
2023-09-21 16:46
1 reply
#48
 | 
China Mahiro
I mog you lmao
2023-09-21 16:48
It's not just about how many milliseconds of delay there is on paper. For example tapping feels okay in CS2 even though It's 64 tick. It's about how the feeling and consistency of certain actions are changed between ticks, namely movement and spray control. But also how nades behave for example. Sure, no one can realize that there is a 6 millisecond delay or whatever, but it still affects the outcome of the action. This has been a debate for a really long time, and any player that is closely familiar with the mechanics of the game should be able to tell the difference between 128 and 64.
2023-09-21 16:49
Where it's actually noticable is airstrafes and longjumps, where your A-D and mouse need to be in perfect sync in each tick. With subtick, it's basically impossible. With classic tickrate, with enough muscle memory your nervous system can actuate your mouse and A-D keys simultaneously enough to hit the same 15 or 7ms timeframe. Yes the signal takes longer than that to travel from your brain to your muscles, but you can definately train your nervous system to do trigger both actions simultaneously within a 7ms frame. It's also possible to notice a 7ms off, every professional musician needs to be more precise in his or her play, or the music will sound off beat.
2023-09-21 17:02
people who say that theres a small difference between 64 and 128 are matchmaking shitters who barely even ever played faceit and have no idea what the fuck they're talking about go back to sucking in master guardian bot u have 0 clue what ur saying
2023-09-21 18:07
18 replies
Found the guy I was talking about.
2023-09-21 19:38
11 replies
but im right lmfao ur nowhere near being a good player and even IF you're somewhere around 2k elo you're still super average and you never actually practiced any real mechanic in the game in depth, never, u have literally 0 clue. But no, I'm wrong because you say so. Of course. a noob is more correct than a good player
2023-09-21 21:16
10 replies
lmao you literally have no idea what you're talking about, "go back to sucking in master guardian" i was global in csgo bro xD But yeah, you're just confirming what I said, so just another L for you.
2023-09-21 21:29
9 replies
global is lvl 4 faceit, nice try bro
2023-09-21 21:29
8 replies
Who the fuck cares about faceit? XD Are you a pro player? Grinding faceit day in and day out, I assume you're getting a contract any minute now
2023-09-21 21:31
7 replies
"who tf cares about faceit" You keep embarrassing yourself in this thread mate I think you should stop replying at this point 💀💀💀💀💀💀💀💀💀💀💀💀💀💀
2023-09-21 21:31
2 replies
I have a life so i'm not grinding faceit day in and day out like you :(
2023-09-21 21:42
1 reply
nice excuse, really proved your point
2023-09-21 23:08
you just confirmed that ur trash :D but its ok, not everyone needs to be good at the game, but dont try to convince ppl otherwise.
2023-09-21 21:42
3 replies
I dont play faceit so therefore i'm trash, got it. Another L
2023-09-21 21:43
2 replies
yes actually, you will never get good playing mm.
2023-09-21 21:45
1 reply
As i said, i have a life so i dont grind faceit day in and day out like you. But you must be a pro player then, i guess i will watch you play in the next major.
2023-09-21 21:49
Dude it is a small difference lol Are you trying to say it's a huge difference?
2023-09-21 21:34
5 replies
im not falling for it twice mate
2023-09-21 21:35
4 replies
I'm not even baiting to get some reaction out of you, but you are simply delusional if you think it isn't a small difference. Obviously small differences matter too, not saying they don't.
2023-09-21 21:36
3 replies
difference so small it makes the whole hitreg and sprays different, great one of course though, you're the type of person to get gaslit by a simple gif comparison on twitter where they show that if you stand still the decals look the same on 64 and 128 tick therefore proving that they are the same It's always so fucking easy to assume this list about people who think 64 and 128 are the same: -You never practiced movement -You never trained spray consistently -You never trained any niche game mechanics in depth -You are low elo on faceit, at MOST MOST 2k elo which is still nothing, any 16:9 default viewmodel bot can achieve it especially with boosting through stacks -You have joystick movement and aim You can't deny it because it's always going to be the truth, I never fail.
2023-09-21 21:40
2 replies
You are so triggered its actually comical. You can keep up your delusion and play faceit day in and day out xD
2023-09-21 21:50
It makes them A LITTLE BIT different, it's not that huge difference honestly. That's why if you have really good spray control in 128 tick you'll have good spray in 64 tick too. Hitreg is worse, but it still works. Never said there is no difference between 64 & 128 tick. And you are wrong, I have practiced all those stuff and I got 3,6k elo fully soloq.
2023-09-21 22:06
no, its still better to have 128 updates of every movement and action so there is less guessing and incorrectness. Dissapointed, even redditors know it very well
2023-09-21 16:37
#51
 | 
Brazil Fusk4
You all act like you're experts in netcode and know what is better "because the number is higher". Sub-tick is a new system still in development, can't you fucking wait some time to see if they can make it good instead of instantly saying "subtick trash, doesnt work, give us 128tick"?
2023-09-21 16:51
4 replies
#58
 | 
China Mahiro
10 more years goyim!!!
2023-09-21 16:58
1 reply
#73
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Brazil Fusk4
i do not mog you.
2023-09-21 17:19
No one says that. Valve fucked up by saying "coming this summer" and now people are impatient and expect a polished game.
2023-09-21 17:16
1 reply
#72
 | 
Brazil Fusk4
A lot of people say that, if you dont see it you're blind
2023-09-21 17:18
#65
 | 
India Cybxr
the computer scientists at valve are retarded, obviously a guy who plays faceit all day and argues with random people on twitter is smarter
2023-09-21 17:06
2 replies
#74
 | 
Slovakia hassenux
+1 finally correct answer to this problem.
2023-09-21 17:22
If they knew everything, they wouldnt make a system so bad like it is right now. buT tHe sErveR wOrkS anD cliEnT isNt syNcEd aNd anImatIoNs bla blaah, well no shit bro, the game is literally that a server and the client and the animations hahaha, its not just a stupid server.
2023-09-21 17:25
hitreg technically better slightly
2023-09-21 17:15
#71
 | 
Slovakia Chemie
Sub-tick is awesome and it works really well. I feels like it is more accurate then 128 tick, BUT when players have the same ping: e.g. Connected to Vienna : Me 3ms VS Turk 60 ms I will lose the duel every time especially if he is the one peeking and it does not matter if he has right eye or left eye peek. I feel like interp setting and the complex movement of the characters are still off and add too much delay. If the player has 5 ms ping or less it works fine ....so for LAN this game will be nuts but online playing still has a long way to go.
2023-09-21 17:17
not really true
2023-09-21 18:09
I would love to hear how the issue was while playing on faceit's cs2 servers, did anyone get to experience it?
2023-09-21 19:52
1 reply
it was way better, at least every pro/semi pro said so.
2023-09-21 21:44
Lmao no
2023-09-21 21:33
#92
 | 
Germany xSchons
+1
2023-09-21 21:33
CSGO mm feels way better than this shit CS2 mm
2023-09-21 21:37
1 reply
+1 tried mm on cs GO and it feels literally like im playing on 128 tick server lmao
2023-09-21 23:11
Fake news
2023-09-21 22:07
Hit registration is better on CS2, but the animation is out of sync; 128 ticks will look less out of sync. I think they will fix it in the release. At least they must fix this for sure. They said: "What you see is what you get." that is not true yet.
2023-09-21 22:10
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