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200 Tick ELO Enabled MGE
1
#1
0 Frags +

You're a hero for making this, thank you so much.

If you haven't tried this out, it makes the tf2 experience so much better.

You're a hero for making this, thank you so much.

If you haven't tried this out, it makes the tf2 experience so much better.
2
#2
13 Frags +

fyi on 200 tick you can air strafe like you have mantreads on. it's wild

fyi on 200 tick you can air strafe like you have mantreads on. it's wild
3
#3
14 Frags +

I like the monthly ELO reset idea however I dont see how playing on a 200 tick server is good for warmup/practice when regular servers dont run on 200 tick. It'd be nice though if serveme servers started running on 200 tick

I like the monthly ELO reset idea however I dont see how playing on a 200 tick server is good for warmup/practice when regular servers dont run on 200 tick. It'd be nice though if serveme servers started running on 200 tick
4
#4
9 Frags +
Fanta_AddictionI like the monthly ELO reset idea however I dont see how playing on a 200 tick server is good for warmup/practice when regular servers dont run on 200 tick. It'd be nice though if serveme servers started running on 200 tick

Serveme experimented with 133 tick servers 1.5 years ago. If I remember correctly there were more cons than pros of 133 ticks, including serveme's servers to struggle with the increased CPU usage. If you want to implement 200 ticks on regular servers, I feel like most servers needs to be 200 ticks, otherwise you constantly have to switch from 60 to 200 ticks.

[quote=Fanta_Addiction]I like the monthly ELO reset idea however I dont see how playing on a 200 tick server is good for warmup/practice when regular servers dont run on 200 tick. It'd be nice though if serveme servers started running on 200 tick[/quote]

Serveme experimented with 133 tick servers [url=https://www.teamfortress.tv/post/854196/serveme-tf-free-server-reservations]1.5 years ago[/url]. If I remember correctly there were more cons than pros of 133 ticks, including serveme's servers to struggle with the increased CPU usage. If you want to implement 200 ticks on regular servers, I feel like most servers needs to be 200 ticks, otherwise you constantly have to switch from 60 to 200 ticks.
5
#5
0 Frags +

cs players constantly switch. rolling has told me multiple times about grenades that are only possible on certain tick servers.

cs players constantly switch. rolling has told me multiple times about grenades that are only possible on certain tick servers.
6
#6
23 Frags +
Reflectocs players constantly switch. rolling has told me multiple times about grenades that are only possible on certain tick servers.

but tf2 has classes that constantly shooting out projectiles, if the projectiles act different it's almost like your playing a different game

[quote=Reflecto]cs players constantly switch. rolling has told me multiple times about grenades that are only possible on certain tick servers.[/quote]
but tf2 has classes that constantly shooting out projectiles, if the projectiles act different it's almost like your playing a different game
7
#7
14 Frags +

I don’t really get where this higher tick = better game mentality came from, it wasn’t designed to be 200 tick

I don’t really get where this higher tick = better game mentality came from, it wasn’t designed to be 200 tick
8
#8
Spaceship Servers
12 Frags +

as someone who runs several 200 tick servers, i feel like there's a lot of misinformation going around about higher tickrate in tf2.

tf2's engine is locked to 66.67 tps, and when you "unlock" it and go beyond that limit (with twiikuu's metamod plugin or otherwise), things do start to break.

higher tickrates cause wallbugs to become more frequent, essentially meaning that you stick to diagonal walls at high enough tps.

higher tickrates *do* also affect projectiles, but as far as I can tell, the only projectiles that are actually changed in any meaningful way is demo's pipes because rockets, arrows, and even the stupid little wrap assassin ball thing (that randomly breaks on the sides of visleafs sometimes) all have a fixed speed (again AFAIK, might be wrong).

ramp sliding is also broken at higher tickrates, but this can be functionally fixed with a sourcemod plugin called groundfix, developed by jumpers/surfers (god bless em):

https://www.youtube.com/watch?v=7DiM0llQOZM&feature=youtu.be

people have complained about sentries firing faster or doing more damage, and even if that were true (which it isn't, I've done tests on my own that debunk this) it could be fixed by setting the hidden cvar

tf_sentrygun_damage

to a lower value

the "shutter problem" where shutters break sometimes has been fixed as well with twiikuu's plugin as well.

buggy dropped weapons can be disabled with

sm_cvar tf_dropped_weapon_lifetime 0

and dropped hats off dead players could be easily fixed with another sm plugin.

there is obviously increased CPU usage with higher tps, and i very much doubt that arie @ serveme would want to implement it for free or that NFO/Tragicservers would want to implement it across the board for the same price they currently charge for servers.

but, gameplay does feel significantly smoother at higher tps. ping becomes almost a nonfactor, from what i've heard (and experienced). 60 ping feels like 10 ping, 30 ping feels like LAN, etc. soldiers become much more powerful because of increased air-control, medic's arrows don't randomly not register nearly as often, melee actually works, etc. etc. etc.

all in all i genuinely believe higher tickrate in TF2 is an upgrade, even with the downsides, which could probably be remedied with plugins. sorry for the nerd essay!

as someone who runs [url=https://i.imgur.com/Ou8M1Bx.png]several[/url] [url=https://i.imgur.com/gwYDkwg.png]200 tick[/url] [url=https://i.imgur.com/eoZUaZf.png]servers[/url], i feel like there's a lot of misinformation going around about higher tickrate in tf2.

tf2's engine is locked to 66.67 tps, and when you "unlock" it and go beyond that limit (with [url=https://github.com/ldesgoui/mms-unlocked-tickrate]twiikuu's metamod plugin[/url] or otherwise), things do start to break.

higher tickrates cause wallbugs to become more frequent, essentially meaning that you stick to diagonal walls at high enough tps.

higher tickrates *do* also affect projectiles, but as far as I can tell, the only projectiles that are actually changed in any meaningful way is demo's pipes because rockets, arrows, and even the stupid little wrap assassin ball thing (that randomly breaks on the sides of visleafs sometimes) all have a fixed speed (again AFAIK, might be wrong).

ramp sliding is also broken at higher tickrates, but this can be functionally fixed with a sourcemod plugin called [url=https://github.com/laurirasanen/groundfix]groundfix[/url], developed by jumpers/surfers (god bless em):

[youtube]https://www.youtube.com/watch?v=7DiM0llQOZM&feature=youtu.be[/youtube]

people have complained about sentries firing faster or doing more damage, and even if that were true (which it isn't, I've done tests on my own that debunk this) it could be fixed by setting the hidden cvar [code]tf_sentrygun_damage[/code] to a lower value

the "shutter problem" where shutters break sometimes has been fixed as well with twiikuu's plugin as well.

buggy dropped weapons can be disabled with [code]sm_cvar tf_dropped_weapon_lifetime 0[/code] and dropped hats off dead players could be easily fixed with another sm plugin.

there is obviously increased CPU usage with higher tps, and i very much doubt that arie @ serveme would want to implement it for free or that NFO/Tragicservers would want to implement it across the board for the same price they currently charge for servers.

but, gameplay does feel significantly smoother at higher tps. ping becomes almost a nonfactor, from what i've heard (and experienced). 60 ping feels like 10 ping, 30 ping feels like LAN, etc. soldiers become much more powerful because of increased air-control, medic's arrows don't randomly not register nearly as often, melee actually works, etc. etc. etc.

all in all i genuinely believe higher tickrate in TF2 is an upgrade, even with the downsides, which could probably be remedied with plugins. sorry for the nerd essay!
9
#9
-3 Frags +
Nub_Danishbut tf2 has classes that constantly shooting out projectiles, if the projectiles act different it's almost like your playing a different game

but they don't act different. have you played on a 200 tick server? everything is fine. demo pipes bounce farther after hitting the ground, that's pretty much it.

[quote=Nub_Danish]but tf2 has classes that constantly shooting out projectiles, if the projectiles act different it's almost like your playing a different game[/quote] but they don't act different. have you played on a 200 tick server? everything is fine. demo pipes bounce farther after hitting the ground, that's pretty much it.
10
#10
13 Frags +
steph

Fyi, the sentry issue only affects level 2 and 3 with wrangler

The results of our test were inconclusive, most of the "feeling" was unsubstantial and could be attributed to the servers being high quality, expensive Google servers, or just to placebo
I have a hard time believing "60 ping feels like 10 ping" on good faith

The differences of behavior in movement (more wall bugs and slope bugs, harder speedshots, difference in air strafing altogether) and of phys objects (bouncy pipes, dropped weapons and ammo) make it a non-option for a competitive setting, which is why it won't be used for BTS (sorry)

Cool to see it used in MGE though

[quote=steph][/quote]
Fyi, the sentry issue only affects level 2 and 3 with wrangler

The results of our test were inconclusive, most of the "feeling" was unsubstantial and could be attributed to the servers being high quality, expensive Google servers, or just to placebo
I have a hard time believing "60 ping feels like 10 ping" on good faith

The differences of behavior in movement (more wall bugs and slope bugs, harder speedshots, difference in air strafing altogether) and of phys objects (bouncy pipes, dropped weapons and ammo) make it a non-option for a competitive setting, which is why it won't be used for BTS (sorry)

Cool to see it used in MGE though
11
#11
-9 Frags +

pyro flames behave much better on higher tickrates

pyro flames behave much better on higher tickrates
12
#12
4 Frags +
Daffodil-i memed around a bit and between the combination of low ping (i live in kansas) and the tickrate pyro actually felt like a class that worked compared to normal servers

My Gaming Edge

[quote=Daffodil-]i memed around a bit and between the combination of low ping (i live in kansas) and the tickrate pyro actually felt like a class that worked compared to normal servers[/quote]
My Gaming Edge
13
#13
2 Frags +

Could anyone provide me with a cheat sheet for setting this up with the necessary plugin/fixes on a Linux server? I would be quite keen to set up an mge/dm/dmix server for eu people to try this out if there isn't one already

Could anyone provide me with a cheat sheet for setting this up with the necessary plugin/fixes on a Linux server? I would be quite keen to set up an mge/dm/dmix server for eu people to try this out if there isn't one already
14
#14
-1 Frags +
nuzeCould anyone provide me with a cheat sheet for setting this up with the necessary plugin/fixes on a Linux server? I would be quite keen to set up an mge/dm/dmix server for eu people to try this out if there isn't one already

i would play this

[quote=nuze]Could anyone provide me with a cheat sheet for setting this up with the necessary plugin/fixes on a Linux server? I would be quite keen to set up an mge/dm/dmix server for eu people to try this out if there isn't one already[/quote]
i would play this
15
#15
0 Frags +

200 tick? POGCHAMP

200 tick? POGCHAMP
16
#16
5 Frags +

https://i.imgur.com/QdNJETL.gif

[img]https://i.imgur.com/QdNJETL.gif[/img]
17
#17
0 Frags +

sounds like a really cool idea! will check it out

sounds like a really cool idea! will check it out
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