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FaceIt is a more advanced match making service that allows two actual 5 man pre-made teams to play pugs or just matches competitively or just have fun in solo.
Matchmaking is like the default CS:GO gameplay and even though it allows for actual teams to play together, it's not as competitive as FaceIt. FaceIt is made to be competitive while MM isn't.
The servers are a good point.
MM servers are 64 tick while FaceIt's are 128. That's a huge difference and could make you hit shots you couldn't hit on 64 ticks, and the other way around.
If you can hit more headshots or just more shots in FaceIt, that means you perform better in 128 ticks, you aim closer/in heads, which is better, because in MM you can get away with aiming closer to the head and still getting the kill, either from your lag, or the enemy's lag, that's backtracking which isn't actually a cheat feature I guess...
I hope this helped. Sorry for the *Chunky* text.
if you can rely on your skil, musclememory because it gets rewarded , you become and are confident in your gameplay and not hesitant most of the time, you build up a routine on how you play and can rely on it , no matter if you win or loose
the part about 128 ticks is better than 64 ticks is totally wrong and very misleading.
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THEORY: The improvement is an illusion.
Sure, 128 tick is better. But not noticeably. Feel free to use it in your league, but please stop demanding Valve to upgrade all of their servers on baseless accusations. 128tick is expensive.
Thank you for reading and feel free to flame me. :)
A closing note: I can actually attest to poor performance sometimes with hit registration on the MM servers, but I will never attribute it to the fact that they are 64tick. 64tick being the cause of poor performance simply does not make sense.
from here
https://www.reddit.com/r/GlobalOffensive/comments/4bdaxk/64_tick_vs_128_tick_argument/
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your post "V7X" is clearly telling everyone that "poor performance is due to the difference of ticks in Servers".