Remove Rejoin Code
#1
Posted 02 September 2014 - 01:46 PM
#2
Posted 02 September 2014 - 01:59 PM
#3
Posted 02 September 2014 - 02:01 PM
#4
Posted 02 September 2014 - 02:11 PM
Bilbo, on 02 September 2014 - 02:01 PM, said:
Yeah but they probably wouldn't run in place if the faulty rejoin code wasn't causing this problem in the first place.
#5
Posted 02 September 2014 - 02:15 PM
Rat of the Legion Vega, on 02 September 2014 - 02:11 PM, said:
Yeah but they probably wouldn't run in place if the faulty rejoin code wasn't causing this problem in the first place.
One would hope that they would have at least eliminated that as a possibility already. One's hope has been dashed before though.
#6
Posted 02 September 2014 - 02:16 PM
http://mwomercs.com/...12#entry3685512
Looks like they're still trying to narrow down the cause.
#7
Posted 02 September 2014 - 02:55 PM
#8
Posted 02 September 2014 - 03:02 PM
As was pointed out, most of the desyncs didn't start to occur til after that was added in a patch.
As for rejoin itself, I can't say it's as "all that" like I'd hoped it would be. Most times I desync or crash and have to rejoin it's too late. by the time i get back my mech is usually in a bad position and has been destroyed anyhow.
#9
Posted 02 September 2014 - 03:03 PM
#10
Posted 02 September 2014 - 03:09 PM
Russ, get your whole team in-game and run Wireshark. When intermittent and unduplicable hook up, the end result is all hands on deck. That's how we do it in my team.
#11
Posted 03 September 2014 - 12:41 PM
Mal, on 02 September 2014 - 02:16 PM, said:
http://mwomercs.com/...12#entry3685512
Looks like they're still trying to narrow down the cause.
Maybe Russ should talk to the OP...apparently he knows exactly what's causing it.....
#12
Posted 03 September 2014 - 12:43 PM
#13
Posted 03 September 2014 - 12:53 PM
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