I think that is the opposite. "Frequency" means how often, so if you want more you would increase it. But I'm not entirely sure, let me check the code and I'll respond on the thread.
Some of the special vanilla trackers are set as follows:
public void track(Entity entityIn)
{
if (net.minecraftforge.fml.common.registry.EntityRegistry.instance().tryTrackingEntity(this, entityIn)) return;
if (entityIn instanceof EntityPlayerMP)
{
this.track(entityIn, 512, 2);
EntityPlayerMP entityplayermp = (EntityPlayerMP)entityIn;
for (EntityTrackerEntry entitytrackerentry : this.entries)
{
if (entitytrackerentry.getTrackedEntity() != entityplayermp)
{
entitytrackerentry.updatePlayerEntity(entityplayermp);
}
}
}
else if (entityIn instanceof EntityFishHook)
{
this.track(entityIn, 64, 5, true);
}
else if (entityIn instanceof EntityArrow)
{
this.track(entityIn, 64, 20, false);
}
else if (entityIn instanceof EntitySmallFireball)
{
this.track(entityIn, 64, 10, false);
}
else if (entityIn instanceof EntityFireball)
{
this.track(entityIn, 64, 10, true);
}
else if (entityIn instanceof EntitySnowball)
{
this.track(entityIn, 64, 10, true);
}
else if (entityIn instanceof EntityLlamaSpit)
{
this.track(entityIn, 64, 10, false);
}
else if (entityIn instanceof EntityEnderPearl)
{
this.track(entityIn, 64, 10, true);
}
else if (entityIn instanceof EntityEnderEye)
{
this.track(entityIn, 64, 4, true);
}
else if (entityIn instanceof EntityEgg)
{
this.track(entityIn, 64, 10, true);
}
else if (entityIn instanceof EntityPotion)
{
this.track(entityIn, 64, 10, true);
}
else if (entityIn instanceof EntityExpBottle)
{
this.track(entityIn, 64, 10, true);
}
else if (entityIn instanceof EntityFireworkRocket)
{
this.track(entityIn, 64, 10, true);
}
else if (entityIn instanceof EntityItem)
{
this.track(entityIn, 64, 20, true);
}
else if (entityIn instanceof EntityMinecart)
{
this.track(entityIn, 80, 3, true);
}
else if (entityIn instanceof EntityBoat)
{
this.track(entityIn, 80, 3, true);
}
else if (entityIn instanceof EntitySquid)
{
this.track(entityIn, 64, 3, true);
}
else if (entityIn instanceof EntityWither)
{
this.track(entityIn, 80, 3, false);
}
else if (entityIn instanceof EntityShulkerBullet)
{
this.track(entityIn, 80, 3, true);
}
else if (entityIn instanceof EntityBat)
{
this.track(entityIn, 80, 3, false);
}
else if (entityIn instanceof EntityDragon)
{
this.track(entityIn, 160, 3, true);
}
else if (entityIn instanceof IAnimals)
{
this.track(entityIn, 80, 3, true);
}
else if (entityIn instanceof EntityTNTPrimed)
{
this.track(entityIn, 160, 10, true);
}
else if (entityIn instanceof EntityFallingBlock)
{
this.track(entityIn, 160, 20, true);
}
else if (entityIn instanceof EntityHanging)
{
this.track(entityIn, 160, Integer.MAX_VALUE, false);
}
else if (entityIn instanceof EntityArmorStand)
{
this.track(entityIn, 160, 3, true);
}
else if (entityIn instanceof EntityXPOrb)
{
this.track(entityIn, 160, 20, true);
}
else if (entityIn instanceof EntityAreaEffectCloud)
{
this.track(entityIn, 160, Integer.MAX_VALUE, true);
}
else if (entityIn instanceof EntityEnderCrystal)
{
this.track(entityIn, 256, Integer.MAX_VALUE, false);
}
else if (entityIn instanceof EntityEvokerFangs)
{
this.track(entityIn, 160, 2, false);
}
}
So you can see that fast moving things have higher numbers for higher frequency.
I think people are getting a bit confused. The actual movement of the entities on the server happens according to the movement (speed, pathfinding, etc.) but that information has to make it to all the clients attached to the game. The tracking range and frequency indicate how often that synchronization happen. There is a balance because if something is fast moving it should also have higher tracking frequency as it can get more out of sync between sync packets.
Anyway, again I would suggest using values similar to the vanilla.