Quote:
Originally Posted by
Butthurt Beluga
I believe I heard them say something about for LANs, tournaments, etc that the the game update frequency would be increased, although I'm not entirely too sure.
From what I've played personally the game plays like butter and I have had no connection issues or feeling of any lag or delay at all.
They were quite clear and specific on this, actually:
Yes, a higher tick rate would be better, but it's not the panacea some people claim. I do expect it to eventually make it to the general servers, but based on the infrastructure change required it's not something they can really pull off at the last minute. Custom games and tournaments are just not going to be high enough volume to make a difference for hardware.
Not having "feeling of any lag or delay at all" is really critical though, and that's their Favor the Shooter design principle. What it means is that if you can see it, you can shoot it, and if you see your shot hit, then you get credit for a hit. There is no leading of shots or predicting where the enemy is going to be in order to compensate for network and processing latency. You just run out and start shooting, and it feels right.
What feels wrong, though, and why people complain about tick rate, is the result of being NOT the shooter. Since the other guy is favored, you can be behind a corner on your view, but in plain sight on the other guy's view, and so you get shot through the head by a sniper bullet. It does feel wrong to have this happen, but I'd trade that for never, ever, EVER having to lead my shots every single time. Because you don't get to have neither.