Since the last patch, on the occasions that I've been able to log on at all (after running the patch repair utility), I've been experiencing severe rubberbanding in quickplay matches.
By severe, I mean things like:
Random turns of up to 120°, even if I had at no stage made the converse turns
Backward teleports of up to 3 map grids
Eternal LRM lock-on times
Launched LRMs returning to their respective launchers only to detonate as though they had reached their terminal range
All keystrokes and mouse commands are delayed in effect by up to 30 seconds
These symptoms repeat every couple of seconds, making the game completely unplayable.
None of these symptoms occur to other mechs in relation to me (enemy mechs don't teleport back to where they were when I was at the point that I teleport back to, and damage me if they fire either at the point I teleport from or to, until I teleport again a couple of seconds later.)
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Severe Rubberbanding
Started by Furball72, Oct 02 2016 04:25 AM
3 replies to this topic
#1
Posted 02 October 2016 - 04:25 AM
#2
Posted 02 October 2016 - 06:17 AM
It's either something serverside or it's something about the maps. Getting stuck in geometry randomly, dying from collision damage while standing still, turning right and left randomly for no raisin, and rewind prediction being so far off it's almost hilarious. (I once watched a person with a 90 ping shoot at thin air repeatedly while trying to lead a target. It was super clear that on their end they were actually shooting at a mech.
I've noticed on HPG that sometimes if you pass through some of the tight spaces in D4 between wall and crates, those crates act like you hit some imaginary collision and warp you around a bit.. But only on live server and not training.
It's almost like the state rewind thinks that with my 90 ms stable no packetloss ping I ran repeatedly into the wall instead of passing through the space between and starts an argument with my client.
Heck honestly this whole thing might be math errors in state rewind. Or maybe the servers use ticks internally weird so the more the servers are loaded the more exponentially the problem gets exaggerated? I wouldn't know.
I've noticed on HPG that sometimes if you pass through some of the tight spaces in D4 between wall and crates, those crates act like you hit some imaginary collision and warp you around a bit.. But only on live server and not training.
It's almost like the state rewind thinks that with my 90 ms stable no packetloss ping I ran repeatedly into the wall instead of passing through the space between and starts an argument with my client.
Heck honestly this whole thing might be math errors in state rewind. Or maybe the servers use ticks internally weird so the more the servers are loaded the more exponentially the problem gets exaggerated? I wouldn't know.
#3
Posted 02 October 2016 - 11:51 AM
You might have been having issues with 1 or 2 service nodes that takes your connection to the game server. That is something PGI sadly has no control of. I know several nodes in the U.S's East Coast do get flooded with major service overloads and goes to a point that it just "cuts' people off. If your able to connect to the site but experience pages loading slowly and all of that, its not you. Besides that, if your able to connect to msn or youtube, it isn't you. The game server itself has been something of desync issue as of late since patching has been once a month thing now. PGI don't do things to keep the server in check.
#4
Posted 03 October 2016 - 08:28 AM
Mining Collective is the biggest offender. Especially the NW quadrant of the map. So I am thinking its PGIs cluster for that map.
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