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Telekenetic Deathslam Of Doom And Frustration


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#1 A2rael

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Posted 12 April 2013 - 10:24 AM

Has anyone noticed a rediculous amount of teleporting lately? its getting to the point that the environment is killing me as often as enemy players. for instance last match i played on river city i was running between 2 buildings on upper city with plenty of clearance for my commando and all of a sudden im picked up and slammed left into a building adding damage to my yellow leg and as if that wasnt enough it started rupbber banding repeatedly throwing me into the building until the leg was destroyed and the other was nearly gone as well. pulling back on the throttle and trying to manuever away was sadly ignored game side and ended in my getting blown apart by the enemy assaults that now had plenty of time to catch up. what is the cause of this and how can we avoid it? i have a nominal ping of 80-100 i don't download while playing and i make sure that no-one else on my router is DL'ing before i even start the game so its not my net connection. any ideas, complaints, observations?

#2 Victor Morson

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Posted 12 April 2013 - 10:28 AM

I was so hoping this thread would be Magneto vs Atlas.

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 Ransack

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Posted 12 April 2013 - 10:33 AM

It's not just you. For me it gets really bad about 9 eastern. I was in the middle of a brawl the other night on forrecs colony snow, (near where theta is on conquest mode) warped back to the starting point, then made my way back over to the fight tried to fight and blew up. Yup, out of bounds.

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 Otto Cannon

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Posted 12 April 2013 - 10:35 AM

This has killed me a few times, it only seems to happen on River City.

#5 A2rael

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Posted 12 April 2013 - 10:48 AM

my ping to google averages between 15-23 ms to be honest im not sure how to check for packet loss on vista 64 bit

#6 Esplodin

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Posted 12 April 2013 - 10:52 AM

Better command:

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
Another good command to help tune your router:

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 A2rael

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Posted 12 April 2013 - 11:17 AM

ok i went with esplodins advice of the ping -l 1200 -t google.com and the results are in packets sent 614 received 614 lost 0
approximate round trip in Milli-Seconds minimum 10 MS maximum 263 MS average 12 MS

#8 WhiteRabbit

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Posted 12 April 2013 - 11:33 AM

there are quite a few people with the same problem (just look at the patch-feedback).

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 Tennex

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Posted 12 April 2013 - 11:34 AM

test*cular cancer of doom

Edited by Tennex, 12 April 2013 - 11:34 AM.


#10 Tabrias07

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Posted 12 April 2013 - 11:35 AM

i've noticed a lot of warping with this patch, people I play with too.

#11 Asteriveth

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Posted 12 April 2013 - 11:35 AM

IP issues should always be checked when running into this type of problem, but this problem seems to be widespread. I am having no throughout issues and periodic rubber banding. Sometimes it will settle down and some times it persists through the match.

#12 Victor Morson

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Posted 12 April 2013 - 11:36 AM

View PostWhiteRabbit, on 12 April 2013 - 11:33 AM, said:

there are quite a few people with the same problem (just look at the patch-feedback).

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.

View PostAsteriveth, on 12 April 2013 - 11:35 AM, said:

IP issues should always be checked when running into this type of problem, but this problem seems to be widespread. I am having no throughout issues and periodic rubber banding. Sometimes it will settle down and some times it persists through the match.


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.

#13 Chemie

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Posted 12 April 2013 - 11:38 AM

http://mwomercs.com/...03#entry2173603

#14 Noobzorz

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Posted 12 April 2013 - 11:40 AM

View PostVictor Morson, on 12 April 2013 - 10:28 AM, said:

I was so hoping this thread would be Magneto vs Atlas.

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.

View PostVictor 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 Ialti

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Posted 12 April 2013 - 11:50 AM

View PostA2rael, on 12 April 2013 - 10:24 AM, said:

Has anyone noticed a rediculous amount of teleporting lately? its getting to the point that the environment is killing me as often as enemy players. for instance last match i played on river city i was running between 2 buildings on upper city with plenty of clearance for my commando and all of a sudden im picked up and slammed left into a building adding damage to my yellow leg and as if that wasnt enough it started rupbber banding repeatedly throwing me into the building until the leg was destroyed and the other was nearly gone as well. pulling back on the throttle and trying to manuever away was sadly ignored game side and ended in my getting blown apart by the enemy assaults that now had plenty of time to catch up. what is the cause of this and how can we avoid it? i have a nominal ping of 80-100 i don't download while playing and i make sure that no-one else on my router is DL'ing before i even start the game so its not my net connection. any ideas, complaints, observations?


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 A2rael

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Posted 12 April 2013 - 12:00 PM

well im not exactly glad to see its wide spread i think i will just have to bite the bullet and swap to a medium or above in chassis weight so that im not being destroyed by the banding issue. Thank you guys for your input and prompt answering of the thread to help track this down. look forward to seeing you on the field. until then may your bugs be minimal and your aim true lol

#17 Lord Banshee

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Posted 12 April 2013 - 12:08 PM

View PostVictor 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.


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 Tabrias07

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Posted 12 April 2013 - 12:09 PM

View PostLord 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 Siliconwolf

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Posted 12 April 2013 - 12:17 PM

Collisions with other mechs usually cause a rather insane amount of rubberbanding. I haven't had any issues with rubberbanding with the environment. The main issues I have with the environment is getting stuck and I've only run across this when jumping onto buildings or when in a light mech traveling at speed. The latter case happened a lot when I was leveling my Jenner.





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