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@@meecholpc I never played on FACEIT when they were allowed to use 128-tick for CS2; but, 128-tick is no longer available for CS2. Everything is hard-coded to subtick only right now, and this ultimately for server cost and bandwidth reasons. Valve claims is to allow for lower tier PCs to play; but, it's really just cost.
@@Crediu In CSGO it was not a placebo effect, it was measurably better and provided for a better (smoother, more predictable, more reliable from a movement and hitbox standpoint) experience. Latency does matter; but, netcode and network engineering is very complex conversation... It's to the point where I know 'a lot'; but, I'm willing to concede that there's A TON MORE that I don't and will never fully understand. If you use the word "think" in a data and network conversation, it's just an opinion rooted in no actual data or knowledge. Looping back to 128-tick vs. Subtick thing, I'm seeing that the Subtick system is EXTRMELY sensitive to a network condition called 'Bufferbloat' where the packet delivery are limited by network hardware. This is due to several reasons, and amplified since every electronic you buy in 2024 is now Wi-Fi connected 🙄. Most people's best bet is to dedicate money towards a higher performance router or a newer modem than it is going toward a GPU or CPU. I score a 'B' on a bufferbloat test; but, during combat the game's mechanics break down (spray control, recoil control). This may be resolvable through updating the subtick coding or just eliminating the variability of subtick all together by making it a fixed tick-rate once again; but, I'm not seeing either one coming soon.
it feels like i got more cheaters after that Overwatch update. Wingman full of Cheaters and even around 7k Elo there are Blatant Wallhackers and Aimbotters.
excuse me what i literally had loser with rapid fire in my match today dont know what servers are you playing but russians and turks are still cheating like crazy its literally unplayable