I've posted about this before, basically how if a fast moving 'mech just happens to touch a terrain object (cliff, rocks, buildings, etc.) or happens to inadvertantly turn flat into one, how movement gets all sorts of screwed up. Basically I was told PGI had implemented some sort of predictive movement code as kludge to handle some of the issues being experienced with high speed 'mechs and server keeping accurate track as to their locations.
Now that you guys have addressed quite a bit of the netcode issues, you need to revisit and TONE DOWN your predictive movement code.
Something about how you guys handle 'collissions' and the 'predictive movement code' is basically casing a 'fly paper' affect when a fast moving 'mech runs full on into a large terrain object.
Now, normally what I see with slower moving 'mechs or a 'mech that happens to be moving slowly at the time of colliding with a terrain object, the mech can 'roll' off the surface by simply turning. However a fast moving 'mech pretty much has to stop, backup, THEN turn and begin moving forward again before it's even remotely possible to get away from the terrain object.
With the netcode fixes a fast moving 'mech will pretty much be dead by the time they get off the terrain object, no matter how they try.
On maps such as River City, Frozen City, certain areas of Caustic and Forest Colony, there's a lot of large terrain objects fast moving 'mechs can get stuck on. This can be especially bad in Forest Colony though since the 'polarization affect' of explosions tends to blind for such a long duration...
I can't say for sure, but the problem seems to be worse when there's a lot of fast moving 'mechs and/or objects on the map, say both teams are running LRM boats, and you have a two fast lights on each side, well when there's a lot of missles in the air, the fast moving 'mechs don't even have to run full on into a large terrain object, no as a matter of fact, all they have to do is graze it, and suddenly they're rubber banding all over the place.
I've had this happen in all the light and medium 'mechs and one or two of the heavies. The critical speed that this is most apparent seems to be somewhere around 80kph, and the faster you go the more prone to suffering this you become.
I've also seen similiar issues when one 'mech gets on top of another. For example, I was spectating a team member in a Spider hopping around and he's gotten rather good and jumping and landing on top of 'mechs. There were certain times where he'd land on top of another 'mech and 'ride around', and about half the time, both he and the 'mech he's riding start rubber banding.
I'm sure we'll see lots of trolling on this issue from the light and speedy 'mech haters out there, and some people who hate the heavier 'cheese' builds of the Catapault and Dragon variety, but I do believe there's a real issue here, that may get incredibly worse once 12v12 is activated.
So please, quickly look into it and address it.
Edited by Dimento Graven, 05 February 2013 - 10:18 PM.