What is Tick Rate?
A single update of a game simulation is known as a tick. The rate at which the simulation is run on a server is the server’s tickrate; for example, a 128-tick server will update 128 times a second.
Tickrate is limited by the length of time it takes to run the simulation, and is often intentionally limited further to reduce instability introduced by a fluctuating tickrate and to reduce CPU and data transmission costs. A lower tickrate increases latency in the synchronization of the game simulation between the server and clients (aka bad hit reg)
The Issue
While the actual tickrate of Enlisted is unknown, anyone who has played competitive FPS will quickly realize that Enlisted’s tickrate is very low. When combined with the Extrapolation Base netcode model used by the game, this contributes to the constant hit reg issues: white hit markers that don’t kill/down (false positive), the rarer, but occasional, times you shoot and miss but still kill the enemy (false negatives), or bullets disappearing.
(Note: Extrapolation Base netcode TL;DR: splits game into Client Side vs Server Side, Client Side essentially sees the “future” that the server extrapolates from last inputs, sends it’s data to the server, which then updates, creates new future, and pushes back to client. This is how you end up with white hit markers that don’t kill/down (false positive) or the rarer, but occasional, times you shoot and miss but still kill the enemy (false negatives). Essentially the Server extrapolated wrong and told you the enemy was at X spot when in reality they were at Y, then it ticked again and updated based on what actually happened. Here is an older post by Gaijin CEO Anton Yudintsev that does an excellent job of explaining how the netcode works in WT and establishes WT runs on a 48hz tickrate; while we have no confirmation, this can be assumed as the basis for Enlisted based on experience.)
Why this matters
For anyone using guns (including tank mgs and plane mgs/cannons), the low tick rate results in poorer hit reg which means a more frustrating experience when trying to use your guns. You will get white hitmarkers, lose bullets to nothing, get shot after you got behind a corner, etc.
For those using HE, the low tick rate also impacts the spread of the fragmentation of HE, making it unreliable.
Solution
Increase the server tick rate. Any competitive FPS will have a tick rate of at least 64hz but the truly competitive are 128hz.
For comparison here are the tick rates of some popular FPS:
- Call of Duty/Apex Legends: 20hz
- Fortnite: 30hz
- Counter Strike (pubs)/Overwatch: 64hz
- Counter Strike (pros)/Valorant: 128hz
While Enlisted is anything but competitive, the main draw of the game is using all the neat guns and vehicles and increasing the tick rate will make all of these feel better to use and the game more stable/reliable. Anyone who has played the game for a while will know the feeling of unloading way too many tank mg rounds into an enemy and just getting white hitmarkers, mag dumping an enemy plane with no result, being killed after you got behind a wall, etc (all things that also lead new players to thinking someone is cheating).
Benefits
- Guns, HE, Tanks, Planes all feel better.
- Less accusations of cheating
- Less player frustration
Cons
- Likely costs more