Telekenetic Deathslam Of Doom And Frustration
#1
Posted 12 April 2013 - 10:24 AM
#2
Posted 12 April 2013 - 10:28 AM
To answer your question, A2, go do this:
1- Click your Start/Windows icon in the lower left
2- Click Run if you are on WIndows Vista or below
3- Type CMD and hit enter
4- Now type ping google.com -t
5- Let it do this for a minute or two.
Give us some idea what your average ping is, if there's any wild fluxing, and more importantly if there's any packet loss on your connection. Packet loss will render the game - as well as ANY game - nearly unplayable, as well as messing up stuff like VOIP. If you have a lot of packet loss (if that is your problem) it's an issue you need to bring up with your ISP asap.
Edited by Victor Morson, 12 April 2013 - 10:29 AM.
#3
Posted 12 April 2013 - 10:33 AM
I have people on voice comms experiencing the same thing from different parts of this country and from others. That last patch screwed up a lot of things.
Oh my ping at that time was 52.
Edited by Ransack, 12 April 2013 - 10:34 AM.
#4
Posted 12 April 2013 - 10:35 AM
#5
Posted 12 April 2013 - 10:48 AM
#6
Posted 12 April 2013 - 10:52 AM
ping -l 1200 -t google.com
- -l (L) ups the packet size from 56 to 1200. This puts some data down the pipe, which could tell you if your ISP is congested. Be careful though, some ISPs prioritize pings to hide their over subscription of bandwidth.
- -t pings constantly, crtl+c to stop
ping google.com -f -l 1492
This checks for MTU (max transmission unit) before the downstream router has to break a packet in two, which adds a varying amount of lag. This causes some delay. You always want to set your home router's mtu to where you don't see "Packet needs to be fragmented but DF set." Just adjust the 1492 in the example above down by 16 each time. Once you found a value that is no longer fragmented, refer to your router's manual on how to set it.
#7
Posted 12 April 2013 - 11:17 AM
approximate round trip in Milli-Seconds minimum 10 MS maximum 263 MS average 12 MS
#8
Posted 12 April 2013 - 11:33 AM
btw.. someone did a tracert (with packet-loss indication) to pgi's server--> somewhere in canada was a server with ~99% packet-loss (not necessarily pgi's server, just on the way there)
#9
Posted 12 April 2013 - 11:34 AM
Edited by Tennex, 12 April 2013 - 11:34 AM.
#10
Posted 12 April 2013 - 11:35 AM
#11
Posted 12 April 2013 - 11:35 AM
#12
Posted 12 April 2013 - 11:36 AM
WhiteRabbit, on 12 April 2013 - 11:33 AM, said:
btw.. someone did a tracert (with packet-loss indication) to pgi's server--> somewhere in canada was a server with ~99% packet-loss (not necessarily pgi's server, just on the way there)
The OP should give this a shot as well.
Asteriveth, on 12 April 2013 - 11:35 AM, said:
The one place I have started to see a LOT of rubber banding is with collisions. It gets really, really bad if you have a midair collision in particular, and it can make it impossible to separate.
#14
Posted 12 April 2013 - 11:40 AM
Victor Morson, on 12 April 2013 - 10:28 AM, said:
To answer your question, A2, go do this:
1- Click your Start/Windows icon in the lower left
2- Click Run if you are on WIndows Vista or below
3- Type CMD and hit enter
4- Now type ping google.com -t
5- Let it do this for a minute or two.
Give us some idea what your average ping is, if there's any wild fluxing, and more importantly if there's any packet loss on your connection. Packet loss will render the game - as well as ANY game - nearly unplayable, as well as messing up stuff like VOIP. If you have a lot of packet loss (if that is your problem) it's an issue you need to bring up with your ISP asap.
There is definitely something wrong on the server end. I've been noticing some really appalling rubberbanding since the April 2nd patch. I ran a whole bunch of traceroutes and played a bunch of starcraft and LoL to verify it was not on my end.
For amusement, I just pinged Google in the command prompt. Here are the results of 1000 trials.
Packets sent = 1000, packets received 1000, lost = 0, min=14ms, max=16ms, average 14ms.
By contrast, I have at least 3 major rubberband incidents per match.
Victor Morson, on 12 April 2013 - 11:36 AM, said:
The one place I have started to see a LOT of rubber banding is with collisions. It gets really, really bad if you have a midair collision in particular, and it can make it impossible to separate.
I actually got stuck inside an awesome in a match Garth was in. Good times.
#15
Posted 12 April 2013 - 11:50 AM
A2rael, on 12 April 2013 - 10:24 AM, said:
Same happens here from time to time. Stable ping, @120ms or so.
Usually goes away without too much fuss after a while, so I'm guessing it's server-side, and hopefully PGI is on the case.
Till then... run in an awesome?
#16
Posted 12 April 2013 - 12:00 PM
#17
Posted 12 April 2013 - 12:08 PM
Victor Morson, on 12 April 2013 - 11:36 AM, said:
In a game on Alpine, my cmdr Hav0c and an enemy got entangled on the steep slope of the highest hill, slid all the way down, then rubberbanded together to their starting point again, a good 5-7 mech heights up, rinsing and repeating. I was able to peg the enemy on the lowest reach and then watch as they boing'ed back up, repeatedly. Was... entertaining.
Back to WoT until this fix...
#18
Posted 12 April 2013 - 12:09 PM
Lord Banshee, on 12 April 2013 - 12:08 PM, said:
In a game on Alpine, my cmdr Hav0c and an enemy got entangled on the steep slope of the highest hill, slid all the way down, then rubberbanded together to their starting point again, a good 5-7 mech heights up, rinsing and repeating. I was able to peg the enemy on the lowest reach and then watch as they boing'ed back up, repeatedly. Was... entertaining.
Back to WoT until this fix...
Brings an entirely new meaning to ridgehumping
#19
Posted 12 April 2013 - 12:17 PM
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