Evey patch the lag spikes are getting worse and worse. Since you last hotfix I pretty much can get through a single match without at least 1 huge lag spike.
Fix You Damn Lag Issues
Started by Samual Kalkin, Aug 10 2014 04:13 AM
7 replies to this topic
#1
Posted 10 August 2014 - 04:13 AM
#2
Posted 10 August 2014 - 05:36 AM
FIX IT! IT'S GETTING RIDICULOUS NOW! WHY AM I PAYING YOU? CERTAINLY NOT TO STEAL MY MODULE SLOTS !!!!!!!!!!!!!!!!!
Edited by DAEDALOS513, 10 August 2014 - 06:07 AM.
#3
Posted 10 August 2014 - 08:45 PM
There was a significant increase of Matches with bad Lagspikes this Weekend so far.
#4
Posted 10 August 2014 - 08:48 PM
I've noticed this as well, I have a feeling its to do with increased server load from the steiner mechbay challenge
#5
Posted 11 August 2014 - 01:35 AM
PGI, can you post an update or response as regards this issue?
Teleporting/rubberbanding/desyncing/moonwalking/whateveryoucallit is getting worse. Since the "rejoin" patch, 1 in 3 matches. Really friggin frustrating.
What's more frustrating is that PGI seems oblivious and unresponsive.
For the rest of us, please add your voice to this thread:
http://mwomercs.com/...feedback-13311/
Teleporting/rubberbanding/desyncing/moonwalking/whateveryoucallit is getting worse. Since the "rejoin" patch, 1 in 3 matches. Really friggin frustrating.
What's more frustrating is that PGI seems oblivious and unresponsive.
For the rest of us, please add your voice to this thread:
http://mwomercs.com/...feedback-13311/
#6
Posted 11 August 2014 - 04:42 AM
The last 4 matches were barely playable...
#7
Posted 11 August 2014 - 04:57 AM
It might not be anything in PGI's control. It might be originating outside, from script warriors or even, conceivably, business competitors or their agents. It could be due to targeted denial-of-services attacks imposed by someone attempting to coerce the company to pay money in order to stop the attacks.
I'm not saying these are the problem, but it is possible. The more likely cause is on PGI's end, but that is by no means the only answer possible.
I'm not saying these are the problem, but it is possible. The more likely cause is on PGI's end, but that is by no means the only answer possible.
#8
Posted 11 August 2014 - 08:42 AM
Yeah - for sure -> script warriors online !
All this massive lags have been implemented with the patch where they moved the explosion calculation from the client to the server. At first, you really noted no difference (only that your AC20 bullets and your PPCs went through the enemy mechs), because a lot of people ran "no LRM setups" on their Mechs.
But after the nerv of the PPC and the Clan LL a lot of people moved back to LRMs again.
And it is much more "server CPU usage" consuming, when you fire an LRM 60 pack from your mech - instead of 4 PPCs (for example). In the LRM 60 case you have to calculate 60 single missiles (hit YES/NO, damage done WHERE / HOW MUCH and so on) - and that is much more complex than calculating some single projektiles like PPCs or Gauss or Lasers.
Thats what happend - and now we will wait and see what PGI says !?
All this massive lags have been implemented with the patch where they moved the explosion calculation from the client to the server. At first, you really noted no difference (only that your AC20 bullets and your PPCs went through the enemy mechs), because a lot of people ran "no LRM setups" on their Mechs.
But after the nerv of the PPC and the Clan LL a lot of people moved back to LRMs again.
And it is much more "server CPU usage" consuming, when you fire an LRM 60 pack from your mech - instead of 4 PPCs (for example). In the LRM 60 case you have to calculate 60 single missiles (hit YES/NO, damage done WHERE / HOW MUCH and so on) - and that is much more complex than calculating some single projektiles like PPCs or Gauss or Lasers.
Thats what happend - and now we will wait and see what PGI says !?
Edited by Desintegrator, 11 August 2014 - 08:43 AM.
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