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Thread Statistics | Show CCP posts - 2 post(s) |
Vile rat
GoonFleet GoonSwarm
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Posted - 2007.06.27 06:59:00 -
[1]
Reposted from the locked thread.
Fleet warped and engaged a smaller force. We were aware of the jump bridging and and chose to engage anyways. At first my modules responded fine and I was engaging a hostile target, but then while my attack messages continued my modules stopped responding. Gang chat was fine and things appeared normal, but something was very wrong. I changed my crystals to short range but it just gave the icons that show an in progress ammo change. Meanwhile ships were flying around and doing things but my ship would not respond to movement commands and the weapons remained in ammo change mode. On TS virtually everybody was reporting similar problems and nobody was able to target or engage successfully. It was as if our whole fleet were "turned off" for lack of a better term. Not to go all nerd on everybody but it reminded me of the Bstar galactica pilot episode where the whole fleet was just disabled and the cylons just went all happy on them.
It sat like that completely unresponsive until I started taking damage messages (and damage was appearing at a normal rate as if I were normally engaged) and eventually popped. Once I popped my pod was 100% responsive in sharp contrast with my poor lost geddon but unfortunately since my pod wasn't armed the battle for me was over
So yeah. Something was very very wrong in that fight and this is the 3rd time since rev 2 that something similar happened to me and the other two times it wasn't even a battle, just cruising around a nearly empty system so I don't know.
From what I can tell every ship that was in system before the jump bridge occured pretty much broke on the spot whereas the ships that jumped in while lagged, were responsive and they mopped up the larger force with little to no resistance.
Anybody claiming that this was somehow a cheat or an exploit is just plain stupid but anybody claiming that this was normal lag is unfortunately wrong. Something has really been broken in rev 2 and it's causing some fairly serious problems.
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Vile rat
GoonFleet GoonSwarm
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Posted - 2007.06.27 07:17:00 -
[2]
*snip* - removed reference to deleted post. -Ivan K
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Vile rat
GoonFleet GoonSwarm
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Posted - 2007.06.27 08:58:00 -
[3]
Originally by: WiZZyWiGG Edited by: WiZZyWiGG on 27/06/2007 08:52:28
Originally by: necronarcosis when are you going to learn, the game can not support a fleet fight with those number's we have seen it many times before, we will see it many times again.
Dont your Fleet commanders ever learn, Small groups multiple targets make the enemy split there forces. Help the servers cope Rather than being the problem. Alternatively keep blobing keep the 300 stong gangs/ fleets and accept what happens and shut the hell up about lag this and lag that when YOU are the problem.
That's just not true though, I have been in many fleet fights that have had hundreds in local and only had minimal lag and been able to fight fine. It can be done, just not consistently.
Yeah everybody involved in this fight has at this point probably been involved in dozens of huge laggy fleet battles. We all know how to handle lag and deal with it.
This however was not normal. The only way to correct this problem was to relog as something broke bad in system causing wide scale desync. I'm not whining about losing a ship or a battle. Stuff happens sometimes and ships are replacable for a reason.
Something new and disturbing has broken and it's happening quite often. This is not normal lag, this is a new bug.
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