well, generally speaking, if the error message is 'server connection was lost', that's pretty much going to be the summary of what it believed the problem was, and that's generally going to infer something network related ... so in relation to that, we might need a little more info ... like, the corner of the internet being played from, the server selected for the match, any relevant info on the type of connection, any wifi in use ....
while your in game, the client maintains two network 'channels', the primary one to the server your match is happening on, and a secondary to the 'backend' servers, if either of these paths don't receive data for 30 seconds, the client disconnects ... usually if its dropped the connection to the game server, you go back to the mechlab, and if its dropped the connection to the backend, it will go to the login page, but that's not explicitly the only way you can get either of those options, its just the most likely ....
the oceanic server is based in Singapore, where there were some underwater cable outages recently after a typhoon, sending a lot of extra data, the long way around, the NA game servers are not located in the same physical place as the backend servers, and theres been times in the past, when that link to the backend servers has become congested and dropped a lot of data, blah blah something about backup links that didn't work, but we all knew, it didn't just work ...
and theres been a few times lately, where major routes have changed, which results in anyone whos data goes over that route, gets dropped from the game ... this was a big problem on the oceanic servers when they first started up ...
in terms of solutions, its hard to say without really knowing more about the networking side, but if you want to see more information about whats actually going on with the networking than just the ping time, you will want to add the following key to a user.cfg / tuning.cfg file
net_channelstats = 1
and it will display more useful stuff for network diagnostic, like
local socket
bandwidth used in/out
packet rate / achieved packet rate
packet loss percentage
the currently used packetsize
channel idle status
dc time - which is a counter for how long until the client disconnects ....