If you think 50ms is only a small fraction of the overall latency of someone with 15ms then I don't know what to tell you, that's a delay literally 3 times of my ping.
Now you're ranting unrelated nonsense, next thing you'll say is that gravity waves also add to the delay more than the Tick Rate.
You obviously don't need anyone to point out your ignorance on the subject, that is clear as day, so instead I will just correct you as much as I can.
That's 3 times my latency, 3 times the delay of my latency thanks to Tick Rate, can you even think bro? But even then you're wrong, Tick rate doesn't work by adding itself to the end user ping, it works by taking snapshopts of everyone on the server, movements and actions, on which each player have a ping of their own, be it 15ms or 60ms.
These snapshots are taken 20 times per second at a rate of 50ms each, if you have a ping of 60ms this means with a tick rate of 20 you could actually end up with a delay of 220ms worst case scenario for the server and 440ms for the enemy player at the unfortunate time where two ticks stack up.
If the tick rate was 160Hz then the worst case scenario for a 25ms ping would instead of 150ms for the server and over 300ms for the ENEMY player be cut 10 times 1/10 of the added delay coming exclusively from tick rate which is then added to the user's ping which would be around 5ms (165Hz Rate) instead of 50ms (20Hz Rate) per tick, all on top of the "Transit" delay as you like to call it, netting a 30ms to the server, greatly reducing the amount of outdated data the server is receiving, and 60ms for the enemy player receiving data from you assuming he have the same ping of 25ms.
Thanks to 160Hz Tick Rate enemy players with a 25ms ping receiving data of your movements and actions had their TOTAL delay down from 300ms on a 20Hz Tick Rate to 60ms on a 160Hz Tick Rate
Even at the unfortunate time where two ticks stack up with a Rate of 160Hz = 5ms X 2 ticks = 10ms + 25ms user ping = 35 to the server + 35ms for an enemy player receiving data from you on the same Tick Rate and ping = 70ms, down from over 300ms.
This gains even MORE importance when you take into account Overwatch's movement prediction system and its favor the shooter system.
Anyone with a ping of less than 50ms while playing on a 144Hz+ Tickrate would be feeling like playing on LAN mode, people with higher ping would still get all the benefits but their ping would now be the next bottleneck.
Which would be 5ms X 1 tick = 5ms -5 because of "you could reduce that to zero" = 0 + 15ms user ping = 15 to the server + 15ms for an enemy player receiving data from you on the same ZERO INFINITE Tick + ping = 30ms, down from 40ms of 160Hz Tick Rate (Diminishing Returns anyone?), AND even at the unfortunate time where two ticks stack up with a Rate of infinite... Oh wait, two ticks can't stack with infinite Tick Rate, nvm.
Which is explained on the simple formula above.
Which is not the issue at hand as this is Input Lag not network delay and it is the same kind of delay you get on single player games, meaning nonexistent.
Lack of understanding at its best.
This doesn't put your credibility out to question, but completely shatter it.
Do you realize that Genji's dash taking more than 1 frame is based upon a frametime 3 times higher than the one you get with 20 FPS that I was talking about? If Genji's animation takes 10 frames would you still be able to see those 10 frames if Overwatch was running at 10 FPS? No, this shows a lack of understanding on the matter beyond what I initially thought.
There are games where the entire engine would slow down with framerate, games like an Online Match in Street Fighter, Overwatch doesn't work like that and the engine keeps running at a fixed rate regardless of your framerate, so it is possible to miss Genji's 2-4 frames animation at 20 FPS, because Genji's animation is 2-4 frames when running a frametime of 16.67ms, the game engine will not slow down the entire lobby just so your 20 FPS PC is able to display the entirety of Genji's animation, the thought of it is bollocks.
Edited by Dargonplay - 6/16/16 at 12:09pm