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Please Rework Ecm Module


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#1 Elkarlo

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Posted 08 December 2012 - 07:49 AM

As some may have already noticed i have a total other
Issue with the ECM Modul. It seems to be very heavy on the Connection.

I have an Educated Guess what it could be:

It seems that every Module affecting a Mechs is worked over the
Positioning of the Client and ask the Client if he is affected or not.
To reduce Server Loadout. This may be a good Answer to some Problems on the
Server Loadout and Costcuttings there, but give other Problems. Especially with Oversee Connections.

I come to this Conclusion as i watched the Ping of some Matches now and it seems
that an ECM Field add about 50% to the Ping of every Player.

But every ECM field does. So someone with a Ping of 50 Ends up with a Ping of 150
and an Europen Player with a Ping of 120 Ends up with a Ping of 350 at the
Start of the Game, but later when he Parts from the Group his Ping Drops as long
as he don't enter Enemy ECM.

I don't know the Code of the ECM, but it there maybe some fast and
Easy Solutions to this Problem:
  • Make the ECM inert, by setting a fixed interval of 1 Second. So that every Secound the ECM is checked not Realtime. This would increase affecting time of the ECM little but reduce Network Loard of the ECM to 10%. I think a Interval of 5 Seconds would be Max Suiteable and Improve Network Load of the ECM.
  • Make the ECM totally Server based without rechecking of the Clients.
  • Reduce the Client Checking (Again Interval would be great) for ECM and remove the HUD Flickering.

I think the Checks and Request for HUD Informations and beeing in the ECM etc are to frequently and if there is a counterchecking for Low Signal, i am affected etc, this genuinely would increase the Ping.

I Guess a Rework at this Point for one Hour or counter checking would remove most of the current ECM Problems, as Fast Mechs got with the ECM an Lagshield Item. They aren't realy hindered by the ECM but can Putt 50% of the Base Ping to their Enemy by circling them and when they do it between 150 and 200 Meters the Enemy is simply helpless by unpredictable Pings.

Fastest Solution would be "Remove ECM" but i think this would be out of Question.

#2 Elkarlo

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Posted 08 December 2012 - 08:46 AM

Just watched a Game where our Light Mech Players had "some" Spikes:
They were at constant 150 Ping and then Spiked to 750ms and 600 ms when they entered ECM zones.

The Enemy stand close together and had nice 300-400 ping until our Lights entered, then it spiked to 500ms and
our Lights could simply walk between them and they could get out without getting hit.

ECM on, Lagshield enganged.

#3 KhanCipher

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Posted 08 December 2012 - 05:04 PM

i have been noticing a huge increase of random lag, and honestly it seems related to ECM. Mainly cause i've never seen it happen before the patch.

in pugs i go from 50-60ms to 350ms
in 8-mans i have bad lagspikes of going from 50 to 1000-2000, ECM is getting out of hand...

and yes i've checked my internet connection, i've checked my computer, nothing else has been changed in MWO except for ECM... and i haven't seen the same lag spikes in Blacklight or TF2. So the only logical thing left that could be causing it is ECM.

Edited by KhanCipher, 08 December 2012 - 06:05 PM.


#4 Vassago Rain

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Posted 10 December 2012 - 01:53 AM

This will either be at maximum super saiyan levels, or not there at all.

#5 MustrumRidcully

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Posted 10 December 2012 - 02:21 AM

Interesting. I never checked what ECM did to my ping. And now I know why I was pretty succesful in my Cicada with ECM.

Mustrum "Nerf Lagshields" Ridcully

Edited by MustrumRidcully, 10 December 2012 - 02:21 AM.


#6 Vassago Rain

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Posted 10 December 2012 - 02:28 AM

View PostMustrumRidcully, on 10 December 2012 - 02:21 AM, said:

Interesting. I never checked what ECM did to my ping. And now I know why I was pretty succesful in my Cicada with ECM.

Mustrum "Nerf Lagshields" Ridcully


Please note that the lagspike has about a 50% chance of happening, and is the least consistent bug in history.

#7 Elkarlo

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Posted 10 December 2012 - 02:36 AM

Personally i think about 30% of happening or players affected.. from my observations.. which had not been many.
But the better the general Ping the less likely or less severe the consequences...
and thats a problem for developers to recoqnize or fixing a Bug, as they have normaly a good connection,
so onside testing is a problem.

#8 xxx WreckinBallRaj xxx

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Posted 10 December 2012 - 02:38 AM

No surprise this device is so poorly designed it's also ruining the netcode and latency bars too. This is on a game that already game borderline broken netcode already and has rubberbanding issues with faster speeds.(Hence the speed cap) I personally don't have this issue with the ECM but have repeatedly tried to beat into people how horrible this device is and how it helped to sap most of the fun itself out of MW.(Unless of course you were just a brawler fanboy) But then I find out it's also causing performance problems too. No surprise at all. Hey, anyone want to resurrect that "it's a beta" line and use it here? I offer that now as the time for you to bring that up. Technically it is a beta, but it's being run mostly as a released product by the developers at this point with probably 3/4+ of their focus being purely on making more bank off it; so that's what you should treat it like at this point.

I do however see lots of rubberband skipping on the fastest of players, but luckily they don't do that much because it makes them largely unable to fight or not run into walls. 100k is about as fast as you'd ever need to get up to in this game. Maps are so small with so many tight paths and cover that more than that doesn't really matter.

Edited by Bluten, 10 December 2012 - 02:42 AM.


#9 Elkarlo

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Posted 10 December 2012 - 02:47 AM

Please Bluten i am in you in other Parts but this is the Technical Problem ECM causes.

And i don't want this thread beeing scrapped :)

From observation it is that the ECM causes lot of small package Traffic, which is no big problem on very big Highway connections but the Problem is that a small package still needs its 1kb chunk in standard package size. And to say it this wise, the ECM make a DOS on your connection.
If you have a big Connection it is no problem, but i got a German ADSL 6Mbit connection (can't get a bigger) good for most games with 30ms in Europe and 100 on US servers.. but the Transatlantic Connection and mine is simply DOSed by ECM

DOS is also a Method of Elektronic Warfare.. so a new aspect to ECM.

Edited by Elkarlo, 10 December 2012 - 02:49 AM.


#10 xxx WreckinBallRaj xxx

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Posted 10 December 2012 - 03:05 AM

Then I must apologize. Indeed if we started talking about ECM features itself, they'd axe the thread like all the others.

#11 PurpleNinja

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Posted 10 December 2012 - 03:53 AM

Nah, mah lazers feel fine.

:) :D





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