Disconnects Not Counting As Dead
#1
Posted 25 February 2014 - 01:24 PM
Disconnected mechs do NOT count as dead. This is a minor problem in Skirmish and Assault, since in both cases, once an entire enemy team is dead - aside from the disconnects - they have no way of winning since they cannot fight back nor can they capture the enemy base.
In Conquest, however, this bug just cost me a game. The entire enemy team was gone - all of them red and reading as "dead" with one red and "disconnected." Despite that, they managed to cap enough resource points before dying that the left-overs on my team couldn't uncap them fast enough. I think most people were not aware of the situation until near the end when comments that sum up to "what the?!" started coming in over general chat as folks realized that one whole side was dead and yet was still going to win.
While one can fault the few mechs left on my team for not finding and killing the disconnect, most people have been trained not to waste their time on disconnects, and I'm pretty sure that at one time disconnects did count as dead.
Game endings like this, with one team completely wiped and yet somehow still winning thanks to a bug really shouldn't be possible.
Anyway, a fix would be appreciated. Thanks.
#2
Posted 27 February 2014 - 03:54 PM
#3
Posted 27 February 2014 - 04:08 PM
#4
Posted 28 February 2014 - 04:13 AM
Assuming the Disconnect happened before the game began, that person's mech is going to be in one spawnpoint or other (if he disconnects in the middle of the match, there's no telling where he might be).
If your team has been eliminated except for the Disconnect, then the only way to get the match over with is to direct the other team to where the disconnect's mech is...and that's a violation.
OR....you could teamkill it before moving out of spawn, just suck up the 10k penalty, and avoid the situation altogether...but that would also be a violation.
Seems to me, about the only thing you can do within the rules with regard to disconnected mechs is to just leave the match and stare at your mechlab until your mech becomes available again.
#5
Posted 28 February 2014 - 08:00 AM
Willard Phule, on 28 February 2014 - 04:13 AM, said:
Assuming the Disconnect happened before the game began, that person's mech is going to be in one spawnpoint or other (if he disconnects in the middle of the match, there's no telling where he might be).
If your team has been eliminated except for the Disconnect, then the only way to get the match over with is to direct the other team to where the disconnect's mech is...and that's a violation.
OR....you could teamkill it before moving out of spawn, just suck up the 10k penalty, and avoid the situation altogether...but that would also be a violation.
Seems to me, about the only thing you can do within the rules with regard to disconnected mechs is to just leave the match and stare at your mechlab until your mech becomes available again.
How about this- 50MC consumable that takes up a module slot, which removes 1 DC mech from the round. Sound good?
#6
Posted 28 February 2014 - 08:25 AM
Ximius, on 28 February 2014 - 08:00 AM, said:
How about this- 50MC consumable that takes up a module slot, which removes 1 DC mech from the round. Sound good?
Sorry but that is just terrible idea. No one would spend actual MC on a module slot to remove 1 DC from the one match. That's just ridiculous.
#7
Posted 28 February 2014 - 08:31 AM
Ximius, on 28 February 2014 - 08:00 AM, said:
How about this- 50MC consumable that takes up a module slot, which removes 1 DC mech from the round. Sound good?
serious...? why pay for dcs that happen nearly every match, just count em as dead, tk'd, whatever, u dont have to give the enemy team a kill for a dc, but the server should count it as dead.
#8
Posted 28 February 2014 - 08:37 AM
Battlestar3k, on 28 February 2014 - 08:31 AM, said:
serious...? why pay for dcs that happen nearly every match, just count em as dead, tk'd, whatever, u dont have to give the enemy team a kill for a dc, but the server should count it as dead.
That's how it used to work anyway ... somehow the big UI2.0 patch broke that.
#9
Posted 28 February 2014 - 10:32 AM
Willard Phule, on 28 February 2014 - 04:13 AM, said:
You don't need to assume, just watch at the beginning, you can tell who gets Disconned at start.
#10
Posted 01 March 2014 - 06:56 AM
Merchant, on 28 February 2014 - 10:32 AM, said:
Right. But there ARE people that join the game....walk away from spawn and then disconnect. I was trying to differentiate between the two. Some people just want to see the world burn and all.
#11
Posted 01 March 2014 - 09:05 AM
Willard Phule, on 01 March 2014 - 06:56 AM, said:
Right. But there ARE people that join the game....walk away from spawn and then disconnect. I was trying to differentiate between the two. Some people just want to see the world burn and all.
Those can be crashes too, not just di**heads. Happened several times to me already. You walk around and suddenly BLAM back to windows.
It happens rarely enough to not be too much of a bother but I imagine there's people more affected by this.
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