Counter-Strike 2

Counter-Strike 2

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Csgo2 = 64 tick rate again?
suppose to be 128 like on Faceit. Why Faceit have a cs2 128 tickrate and Valve with bigger budget cannot buy server to offering the 128 tickrate they promise...
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Showing 1-15 of 19 comments
imsset Sep 13, 2023 @ 9:36am 
csgo2 dont have tickrate, stop crying.
looks like it's true.
I can surely say - some bullets are just not registering. I cleanly see my tracers hitting enemy twice into head and no damage.
AWP hits - that Quake 2 railgun tracer shows enemy hit, but no damage at all.
StunZZ Sep 13, 2023 @ 9:38am 
on Faceit servers its not much better, its the game.
LaGgIs Sep 13, 2023 @ 9:46am 
Originally posted by ☠𝕸𝖆ⱤȾ_™☠:
suppose to be 128 like on Faceit. Why Faceit have a cs2 128 tickrate and Valve with bigger budget cannot buy server to offering the 128 tickrate they promise...

I think many people have misunderstanding what sub tickrate are doing and its working really good. I will give you a youtube video so it will be easyer for you to understand how it works and why 64 tick and 128 tick dosent really matter.

https://youtu.be/PPRpUkDdEAA?si=bV-foNqkTzi38-SW
Lordimbroke Sep 13, 2023 @ 9:47am 
beta
. Sep 13, 2023 @ 10:04am 
csgo2 isnt a game
zaihrh Sep 13, 2023 @ 10:13am 
yes
fake nick Sep 13, 2023 @ 1:06pm 
Mostly what I've noticed is smoke lineups on offline server is NOT the same as in Premier. Just finished a mirage and window smoke didn't work. Short didn't work. CT from fence didn't work etc.
Originally posted by paulNygma:
csgo2 dont have tickrate, stop crying.
yes tick rate ...
-arreiS. Sep 13, 2023 @ 3:17pm 
Originally posted by paulNygma:
csgo2 dont have tickrate, stop crying.

lmao. CS2 is still running at 64 tick on client and premier/MM to save money. You can enable cl_updaterate 128 on your client but it won't do much unless the server itself is using 128 tick. Subtick is essentially a system that runs parallel/tandem with the servers tickrate.

It's basically a gimmick just like Valorant and Overwatch were. It does make 64 more responsive and reliable, but it's still not as good as real 128. Very unfortunate they refuse to spend the money on server infrastructure, cause they bring in enough with cases alone. Oh well.
Last edited by -arreiS.; Sep 13, 2023 @ 3:18pm
76561198317704660 Sep 13, 2023 @ 3:27pm 
Originally posted by solomon:
Mostly what I've noticed is smoke lineups on offline server is NOT the same as in Premier. Just finished a mirage and window smoke didn't work. Short didn't work. CT from fence didn't work etc.

its same. u probably using a pixel perfect smoke and u simply couldnt line up in premier. every smoke ofmine works.or maybe uhave a really high ping
76561198317704660 Sep 13, 2023 @ 3:31pm 
Originally posted by -arreiS.:
Originally posted by paulNygma:
csgo2 dont have tickrate, stop crying.

lmao. CS2 is still running at 64 tick on client and premier/MM to save money. You can enable cl_updaterate 128 on your client but it won't do much unless the server itself is using 128 tick. Subtick is essentially a system that runs parallel/tandem with the servers tickrate.

It's basically a gimmick just like Valorant and Overwatch were. It does make 64 more responsive and reliable, but it's still not as good as real 128. Very unfortunate they refuse to spend the money on server infrastructure, cause they bring in enough with cases alone. Oh well.
instead of blindly ignore and deny everything gowatchsome of the experts videosabout it and not some players promoting face it.
if u have played cs2 there is no problem with shot registering. shots r so accurate. so whats the point of 128 tick? if shots already accurate why should someone cares about tick rate?
sub tick already works fine ( it has some problems in higher pings that i think gonna fix ).
sub tick works fine its just faceit worrying about thier player base. thats it. mr maxim in youtube made ssome videos on subtick u can watch it
Renos Sep 13, 2023 @ 3:31pm 
Originally posted by -arreiS.:
Originally posted by paulNygma:
csgo2 dont have tickrate, stop crying.

lmao. CS2 is still running at 64 tick on client and premier/MM to save money. You can enable cl_updaterate 128 on your client but it won't do much unless the server itself is using 128 tick. Subtick is essentially a system that runs parallel/tandem with the servers tickrate.

It's basically a gimmick just like Valorant and Overwatch were. It does make 64 more responsive and reliable, but it's still not as good as real 128. Very unfortunate they refuse to spend the money on server infrastructure, cause they bring in enough with cases alone. Oh well.
not anymore
new update removed the client's ability to change the tickrate so its stuck at 64 now
-arreiS. Sep 16, 2023 @ 10:47am 
Originally posted by ɱơʝʌɦєɗ:
instead of blindly ignore and deny everything gowatchsome of the experts videosabout it and not some players promoting face it.
if u have played cs2 there is no problem with shot registering. shots r so accurate. so whats the point of 128 tick? if shots already accurate why should someone cares about tick rate?
sub tick already works fine ( it has some problems in higher pings that i think gonna fix ).
sub tick works fine its just faceit worrying about thier player base. thats it. mr maxim in youtube made ssome videos on subtick u can watch it

Except I have, and I understand the client server relationship. I never said the bullet registry is worse, it's actually better. The movement is worse. Nades are more consistent, that's great. Never once did I say it was worse than 64 tick, it's an improvement all around (even movement, but it's still not as clean as 128). It's reinventing the wheel though. It's all to avoid using 128 tick because they don't want to spend money on servers.

Both subtick and 128 feel near identical on LAN ping or 20ms and under. I've never played under 60ms due to server locations. It is hands down the worst experience I've ever had in CS. CSGO used to be playable at 60 and you weren't dying behind walls, and every patch in CS2 only makes it worse, not better. The fact they removed interp and updaterate only compounds the issue.
Functen Frank Sep 16, 2023 @ 12:51pm 
Sub-tick is sub-tick and supposedly it was going to make any servers tickrates irrelevant as the subtick handles this on client side anyways. To me the change was most felt when running with the Awp amd performing a "run-stop-shoot" and with tickrates the server would have me "still running" when firing as where sub-tick perfectly registers my stop before firing making the new sub-tick system extremely superior and it doesn't even matter what server it's on
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Date Posted: Sep 13, 2023 @ 9:33am
Posts: 19