just have to own up to it it is quite simply the most competitive way to play you never question yourself on lan it's either did i miss or did i hit you know what i mean it's it's essentially just that you're either hitting the headshot or you're hitting all your bullets or you're not there's never a question like oh like i feel like i shot before him or i feel like i reacted faster but i ended up losing so i just think lan is just always going to be better but obviously you just can't play on a land environment regularly so like fox just said not everyone has access to lan servers each and every day and when you're playing from home the physical distance between you and the game server is a huge factor when it comes to determining your ping hell i still can't get lower than NUMBER_TOKEN ping on valerian because there just aren't any servers near toronto let alone in canada at all now there are factors other than your ping to and from the server and this is where we'll get into tick rates but trust you don't want to hear me complain about valve's shitty NUMBER_TOKEN tick servers all day so here is colton to help me out and now the guy who actually knows what he's talking about presented by amd you're right i don't want to listen to you complain about valve servers but thankfully we don't have to amd have partnered with us once again to bring you the most important segment on cracked now players tend to associate a game tick with a measure of time but it actually describes a process with three very important steps first a game server will collect incoming player data and events such as the location of a player and bullet trajectory then the server will perform calculations based on that data and finally send the newly calculated information back to the players this ensures that all players are seeing the same thing or as close to it as possible and once the server has done these three things it has completed a single tick a tick rate refers to a server's number of ticks per second or more importantly for gamers the amount of times per second that you're getting new information from that server riot's league of legends servers have a tick rate of NUMBER_TOKEN which might come as a surprise to many of you players have noticed that the game's relatively low tick rate causes certain abilities to become somewhat unpredictable even at the highest level i feel like a lot of issues with league involve the tick rate of like how the game updates it's like every quarter second and so it'll be really inconsistent with like leblanc and uh nocturne chain type abilities where it's almost rng if you get out of it or not based on like when the server takes that yeah would make sense i've noticed that right as well it's like sometimes you flash out of the more guilty and it tethers on to you because it's like ticked at the wrong time for you one of the most common scenarios you'll encounter in league of legends is getting hit by an ability after you've already recalled since the servers only send out updates NUMBER_TOKEN times per second there are times where you're already back in base but you still get hit by an ability that your opponent sent out just as you were recalling this is because your opponent's information was sent before the recall went
START_SPONSOR_TOKEN amd have partnered with us once again to bring you the most important segment on cracked END_SPONSOR_TOKEN