The tickrate is 66.. (which is default) Any higher does not work well with GMOD(google it).
The remote bomb damage bug is not related to tickrate(as damagelogs often detect the amount of damage dealt). It's somewhere else in the code, inside the damage hook that lowers the damage after the damagelogs register the original damage(I have yet to find where exactly).
EDIT:I CAN set it even higher(to 100 or so) and we could try it out for a bit, but I doubt it would be any major difference, and probably would be even more physics related crashes.
Also, you can directly check the servers tickrate by typing net_graph 4 in the console. (it will be sv: )
The remote bomb damage bug is not related to tickrate(as damagelogs often detect the amount of damage dealt). It's somewhere else in the code, inside the damage hook that lowers the damage after the damagelogs register the original damage(I have yet to find where exactly).
EDIT:I CAN set it even higher(to 100 or so) and we could try it out for a bit, but I doubt it would be any major difference, and probably would be even more physics related crashes.
Also, you can directly check the servers tickrate by typing net_graph 4 in the console. (it will be sv: )