Since dedicated servers are out I would like to know on what tickrate (refreshrate) the servers run? Since everybody knows that hits connect while dead hard'ing. Its just about the tickrate. With a higher tickrate this doesn't happen.
I have no idea what a tickrate is, this is completely new to me.
@Peanits might know, otherwise I couldn't tell you... If you mean ping, the ping is based where you live... it gets better when you're closer to Canada I believe.
A tickrate is a rate in which the Server updates the players position/action in hertz.
For example the dedicated servers from CS:GO update 64 times per second (64Hz)
In shooter games a low tickrate can cause, what I call "trades" or "kill kills". You kill eachother simultaneously, what you don't want. (HitReg games at least). On a faster tickrate things like the dead hard issue that I mentioned won't happen. Also the hits through pallets (if its not just hitboxes) can be negated that way.
If that's the case than the tickrate must be low, considering you still get hit from interesting lengths around windows and after pallets are dropped.
Also, if that's the case for Dead Hard than it must be low. Or, it's just Dedicated Servers causing DH to finally work in a more... tactical way, rather than just pressing a button and avoiding all damage in that dash.
are dedicated servers for pc only or console as well?
idk you tell me?
play as killer and see if you have a ping or not...
I can't remember them ever giving us any official number for the Tickrate. But like FireHazard said, it's probably a quite low one. Wouldn't be surprised, if a higher tickrate isn't possible for technical reasons.
@FireHazard tactical? It's just more broken and unintuitive.
Yes tactical, to extend a loop or to avoid damage mid-animation now.
It's debatable if that's a reasonable nerf or not, unintentional or intentional.
The fact that you get exhausted, but doesn't trigger, because you got hit instead tells me it's unintential. And avoiding damage mid-animation is affected as well currently. It's just one of many things which doesn't work properly yet with the servers.
Than idk what to tell you, its obvious the tickrate is low from what you've explain... since a high tickrate would fix that issue.
Regardless, we won't see it being fixed until the next patch... or we might not see it fixed at all who knows.