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Thread Statistics | Show CCP posts - 5 post(s) |

khamn
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Posted - 2009.02.06 21:31:00 -
[31]
06 february 2009 20h48 Siseide, lantorn gate 10 vs 25 ?
Some of your gangmate experienced no lag at all, others big lag Type of lags : modules really slow to activate (5 sec to 30 sec, sometimes only weapons, sometimes med slots too (point, web ...)) Ennemy ships showed alive althought they are already destroyed
For my own : lag is this battle No lag in former battle where someone experienced lag (same battle size, same overview and bracket settings)
My 2 cents
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RiverdanceMcDiscoDa4th
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Posted - 2009.02.06 21:35:00 -
[32]
Edited by: RiverdanceMcDiscoDa4th on 06/02/2009 21:41:38
Originally by: YORK CRAFT Date : jan 25th Battle start time : 00.25 System : Old Man Star Location : Villore-Gate Size : 37v45
We had setup a camp at that gate with around 30 ppl. 40 ppl Enemy-fleet jumped in from Villore. Total desync right after. Ultra long target-locks, already killed targets still show up on overview and remained locked as targets aswell without taking any damage. At the end only a few of us survived that mess (huge amount of Podkills, btw).
M
I was there also and can confirm, I had a lucky escape in an inty, see bug report 68840 for the specific details of my experience of that engagement, more of the same and a weird addition, after MWD out to ~600km, lag settled to decent frame rate, still module and manoeuvring lag, I headed back in but all fleet showed as WTs (red square w/ white star) and nme targets showed as in fleet, leaving fleet dropped it ofc but unsure whether rejoining would have shown a change. Thanking you in advance CCP
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Vaerah Vahrokha
Minmatar
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Posted - 2009.02.06 23:02:00 -
[33]
Edited by: Vaerah Vahrokha on 06/02/2009 23:03:25
Quote:
We had setup a camp at that gate with around 30 ppl. 40 ppl Enemy-fleet jumped in from Villore. Total desync right after. Ultra long target-locks, already killed targets still show up on overview and remained locked as targets aswell without taking any damage. At the end only a few of us survived that mess (huge amount of Podkills, btw).
My heavy DPS BS fleet managed to kill only 2 enemy BSs. And 1 of them 2 kills happened kinda like 45 sec before the whole enemy fleet jumped in, btw. So it was in fact only 1 BS kill in the real fleetvfleet fight. Around 90% of us desynced with all consequences like extrem module delay to no effect, "no damage delivered", "no damage recieved" on screen, no warp to and waking up in clone, while ship was just fine seconds before.
Strange is, we where camping, drones out, and enemy jumped in. We desynced, in the past it was quite the opposite, but still playable for both sides with little lag, especially all the time before QR release, even with much higher numbers.
I join my corp Dark Rising exactly in OMS FW every other day (it's a strong outpost for us). We experience the same kind of behavior. We open fire, kill stuff. Usually when we killed a big ship a good 2/3 of our fleet begin losing sync (from now on, 2/3 = 66%).
The overview gets filled with 4-5 and even 6 repeated instances of every planet / station / gate names, a status bar appears stating we are entering the space and it repeats every 2-3 seconds.
At the same time, the game does *not* drop below 45-50 frames per second but the ships (deluxe client) HUGELY lag, periodically freeze and stutter.
Even once the fight is over the stutter won't go till the 2/3 affected people relog completely.
To the CCP representative: gather logs of the daily Old Man Standing FW battles by Dark Rising (usually at European prime time), we do 20-40 ships warfare all the time and we get this lag.
Quote:
CCP should realize that alot of players dont log in and play because of this lag... If something is not done about it, there will be very few people playing FW. Militia active numbers are falling steadilly...
While I would not be so negative, knowing you can so easily die because of an external factor is indeed affecting some of our pilots, who get severely ****ed off at losing T2 fittings without being able to do anything but watch a global slide show.
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VLAD DRACU
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Posted - 2009.02.06 23:26:00 -
[34]
Originally by: Smog890
Once lag set in I kept getting entering space message about 30 times with loading bar.
this, plus every line in the overview was multiplying at each entering space message |

Galliana Foresta
Fleeting Moments of Insanity
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Posted - 2009.02.06 23:55:00 -
[35]
Edited by: Galliana Foresta on 06/02/2009 23:57:28 February 1st, 2009. 18:40 Eve time. Amamake. 30vs30 +/- Performance was abysmal. Module lag could not be counted in seconds. There was just zero response. The same was true for everyone on our side of the fight.
Framerate was not an issue, neither was disconnects, but there was repeated "Entering Space", inability to lock friendly or enemy ships for logistics and pew, drones unresponsive. Was eventually able to warp out and dock.
All brackets off, only hostiles showing on overview. Drones models off, all sound and graphical effects off.
Pants off.
Hope this helps.
Edit: Also confirming matt daemon's massive Abaddon fail in Auga, preceeded by my minute Vexor fail and followed closely by my slightly less massive Geddon fail.  |

Alfred Spangler
NoD Imperium
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Posted - 2009.02.07 00:07:00 -
[36]
Another fun thing about this: The lag / desync seems to only affect the grid the fight is happening at, not the whole system. I've recently been in a medium sized fleet (about 40 on our side afair, a bit less on the other), but couldnt fight with them due to other issues.
So I went to a SS in the system before the fights started on the gate. My fleetmates have been moaning about lag all the time after the first seconds into the fight, all the issues above posters described.
BUT I in my safespot had very little lag at all, about 0.5-1 sec. module activation lag, a little bit more when changing flight direction. I was in a ceptor and tested for the lag while waiting for a GM on another issue. So my guess is that something broke the grids somehow... |

Galliana Foresta
Fleeting Moments of Insanity
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Posted - 2009.02.07 13:19:00 -
[37]
Originally by: Alfred Spangler Another fun thing about this: The lag / desync seems to only affect the grid the fight is happening at, not the whole system. I've recently been in a medium sized fleet (about 40 on our side afair, a bit less on the other), but couldnt fight with them due to other issues.
So I went to a SS in the system before the fights started on the gate. My fleetmates have been moaning about lag all the time after the first seconds into the fight, all the issues above posters described.
BUT I in my safespot had very little lag at all, about 0.5-1 sec. module activation lag, a little bit more when changing flight direction. I was in a ceptor and tested for the lag while waiting for a GM on another issue. So my guess is that something broke the grids somehow...
QFT.
I too have noticed that as soon as you leave the fight, ie: the grid, the lag subsides to a playable level again.
Well spotted, sah. 
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praznimrak
Gallente Level Up
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Posted - 2009.02.07 14:58:00 -
[38]
Coud it be that EVE voice is causing extra lag in FW.Note that FW fleets use eve voice,and on other side 0.0 guys use TS.Im realy disapointid by eve performan in FW fights.If i jump into system to fight on gate lets say 20 vs 20 i get so lagd out,and im entering new system over and over again.But if i log of,and stay out of fleet chat and out of eve voice i can participate in same fight whithout allmost any lag. have that in mind.
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Galliana Foresta
Fleeting Moments of Insanity
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Posted - 2009.02.07 17:29:00 -
[39]
Originally by: praznimrak Coud it be that EVE voice is causing extra lag in FW.Note that FW fleets use eve voice,and on other side 0.0 guys use TS.Im realy disapointid by eve performan in FW fights.If i jump into system to fight on gate lets say 20 vs 20 i get so lagd out,and im entering new system over and over again.But if i log of,and stay out of fleet chat and out of eve voice i can participate in same fight whithout allmost any lag. have that in mind.
Nah, it's not Eve Voice - we use vent almost exclusively.
So maybe it's vent? |

Thorvik
Minmatar Valklear Guard
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Posted - 2009.02.07 21:08:00 -
[40]
http://www.minmatar-militia.org/kb/?a=kill_related&kll_id=23908
This battle. Maybe 20 ppl on each side at any one time. I warped in and never even got a chance to do anything. Absolutely pathetic. I was locked up for a good 5 minutes and then my ship went boom.
Only a rifter so it wasn't bad for me, but some of the rest of the folks on both sides lost some nice ships.
You ask for help and when someone petitions you, you report back to the petition that there was no problem. I can tell you that most of those ships in the above related kills link would have probably lost their ships anyway (including myself) but we would have liked to be able to do more than just sit and watch the frames tick by while our ships blew up.      
I love this game but pls fix it!! Linkage |
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Per Ole
Caldari 24th Imperial Crusade
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Posted - 2009.02.07 22:42:00 -
[41]
07.02.09 23.20-23.30 (ish) TZVI, lamaa gate We had about 30+ guys, enemy was 30+ Over half our fleet lagged out, I suspect the same happened to the enemy. Very bad lag, a lot of delay (I was dead before I saw I took dmg, in a 12k hp harbinger), at least 1 got disconnected.
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Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2009.02.07 22:42:00 -
[42]
Edited by: Astria Tiphareth on 07/02/2009 22:43:19
Originally by: Alfred Spangler Another fun thing about this: The lag / desync seems to only affect the grid the fight is happening at, not the whole system. I've recently been in a medium sized fleet (about 40 on our side afair, a bit less on the other), but couldnt fight with them due to other issues.
I'd agree. We had a 40 vs 30 fight tonight in Tzvi (described above) and I know I had desyncs and heavy lag. Compared to equivalent fights 6 months ago when FW came out, this was far far worse.
As soon as I warped away (eventually) it all got better. If it helps to locate the problem, we did have quite a few players jumping into the system as the battle began. ___ My views may not represent those of my corporation, which is why I never get invited to those diplomatic parties... Environmental Effects
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Liamn
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Posted - 2009.02.07 23:22:00 -
[43]
Date+Time of fight: 1/25/2009, 14:56 - 15:04 Z System Name: Dal Number of pilots involved: approximately 80 (40 per side - Amarr vs. Minmitar militia) Comments on performance: Lagged from the time Amarr Militia arrived to combat location (unrestricted major complex, which was occupied by opponents). Was able to target for about 3 minutes, then became unresponsive. Needed to force a logoff to get back; by which time fight was all over. See excerpts of log below . . . (ship is drake)
Session started: 2009.01.25 14:54:59 ------------------------------------------------------------ [ 2009.01.25 14:55:45 ] (notify) Warping to Minmatar Major Stronghold ------------------------------------------------------------ [ 2009.01.25 14:59:19 ] (combat) <color=0xffbbbb00>Your Widowmaker Heavy Missile hits 4th Dominion [OPTIM], doing 12.5 damage. [ 2009.01.25 14:59:21 ] (combat) <color=0xffbbbb00>Your Widowmaker Heavy Missile hits 4th Dominion [OPTIM], doing 12.5 damage. [ 2009.01.25 14:59:21 ] (combat) <color=0xffbbbb00>Your Scourge Heavy Missile hits 4th Dominion [OPTIM], doing 11.3 damage. [ 2009.01.25 14:59:21 ] (combat) <color=0xffbbbb00>Your Scourge Heavy Missile hits 4th Dominion [OPTIM], doing 11.3 damage. [ 2009.01.25 14:59:21 ] (combat) <color=0xffbbbb00>Your Widowmaker Heavy Missile hits 4th Dominion [OPTIM], doing 12.5 damage. [ 2009.01.25 14:59:21 ] (combat) <color=0xffbbbb00>Your Scourge Heavy Missile hits 4th Dominion [OPTIM], doing 11.3 damage. [ 2009.01.25 15:00:59 ] (notify) You failed to target nothing. [ 2009.01.25 15:01:14 ] (notify) You failed to target nothing. [ 2009.01.25 15:02:14 ] (notify) Targeting attempt failed as the designated object is no longer present. [ 2009.01.25 15:02:19 ] (notify) Targeting attempt failed as the designated object is no longer present. [ 2009.01.25 15:02:21 ] (notify) Targeting attempt failed as the designated object is no longer present. [ 2009.01.25 15:02:24 ] (notify) Targeting attempt failed as the designated object is no longer present. [ 2009.01.25 15:02:25 ] (notify) Targeting attempt failed as the designated object is no longer present. [ 2009.01.25 15:02:26 ] (notify) Targeting attempt failed as the designated object is no longer present. [ 2009.01.25 15:02:28 ] (notify) Targeting attempt failed as the designated object is no longer present. [ 2009.01.25 15:03:07 ] (notify) Targeting attempt failed as the designated object is no longer present. [ 2009.01.25 15:03:09 ] (notify) Targeting attempt failed as the designated object is no longer present. [ 2009.01.25 15:03:10 ] (notify) Targeting attempt failed as the designated object is no longer present. [ 2009.01.25 15:03:11 ] (notify) You failed to target nothing. [ 2009.01.25 15:03:13 ] (notify) Targeting attempt failed as the designated object is no longer present. [ 2009.01.25 15:03:15 ] (notify) You failed to target nothing. [ 2009.01.25 15:03:17 ] (notify) You failed to target nothing. [ 2009.01.25 15:03:18 ] (notify) You failed to target nothing. [ 2009.01.25 15:03:21 ] (notify) You failed to target nothing.
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RedFef
Minmatar KDS Navy
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Posted - 2009.02.07 23:24:00 -
[44]
I'll be honest, I've been here since day one (With a break in between) with FW. When it all started it was noobblobs with 70-80 people nonstop every day.
Now adays there are constantly 30 mans forming almost every three hours.
On weekends there is at least one 70 man fleet out and about. At least on the Gallente side.
The problem is that the Caldari cannot keep up with these numbers and PVP can't happen normally.
So the Gallente POS smashes. Pirates love the region and constantly hotdrop capitals/30 man RR fleets.
Now what does all this have to do with lag? Well, with fleet sizes constant around 25-35 vs 25-30 and possibly another 10-15 if pirates get involved would be considered small. Well, thats about as big as we can get and not expect lag.
It's really hit or miss, beyond predictability. I've been in a 140 man fleet battle at 60km away and bearly have 2 second module lag. Yet in some 40 people battles i have to actually re-log long after as I still havent synced up.
On one occassion I was actually with the fleet and warpning normally after a particually large fleet battle, yet on my screen I was at a planet; even though people in fleet confirmed i was at the safespot. I waited 5 mins before relogging.
Now I know the lag issue can't simply be solved with the click of the button. So normally I don't really complain, in fact i'm the one in fleetchat telling everyone to just deal with it and don't relog.
FW is a unique problem in that it is in losec, where every system can have 30 people at a time from normal traffic, causing a lot of congestion. Where as 0.0 you have empty servers to pull server power from. In FW you don't have that ability as there are rarely empty systems where the larger fleetbattles happen.
I'd LOVE to see a 30v30 go lagless but I know that it's not happening anytime soon.
I'd love to be suprised, youknow. >.>
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Kuentai
Federal Defence Union
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Posted - 2009.02.07 23:32:00 -
[45]
In the Old Man Star to Tama pipe, any fight involving more than 25-30 people results in horrendous desynch. I've had as bad as 15 minute delay, extending long after the fight is over to the extent that I just do not go to fights larger than 25. This is after several fleet 'fights' in this area.
"The good man has few enemies, but the ruthless... None."
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Selous
Federal Defence Union
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Posted - 2009.02.08 00:21:00 -
[46]
8/2/09 old man star 7 wtf
I knew there was several pirates ( veto) on heyd gate , so i hugged villore gate
I was in a passive shield tanked myrmi
5-6 veto warped to gate ( i think all astarte )
started shooting me , i saw very little damage to my shields
when my shields were at approx 75% my armor started melting
I jumped thru immediately took a screeny , shields at 90% armor at 4 %
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Hudill
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Posted - 2009.02.08 00:48:00 -
[47]
Here are a few of the fleets I was in that experienced a lot of lag and one larger one that I had none.
System - Fliet Date - 2009-02-07 Time - 03:39 - 03:43 28 vs 7 (believe more that warped off once we entered, just according to KB) Module Delay - 45+ seconds Link - Kill Board
Bigger Fight
System - Alsavoinon Date - 2009-01-27 Time - 23:27 - 00:19 71 vs 60 Module Lag - Functional for approx 30seconds then desynced. Waited about 10min before I was forced to relog to clear it up. Link - Killboard
Many others will post more when I can.
If it helps here is a fight that I had NO lag in, MANY others where saying how much lag they had and how they where not functioning though.
System - Old Man Star Date - 2009-01-10 Time - 01:42 - ??? (time on KB is off) 61 vs 25 Module Lag - Zero Lag for me - Many others severe Lag Link - Killboard
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Rysith
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Posted - 2009.02.08 02:23:00 -
[48]
Battle site: Old Man Star, Villore Gate Battle Time: 2:01 to 2:11, Feb 8th
Participants: ~50
Lag started light, but increased to total desync by the end, including significant module lag and phantom targets. Effects, brackets were off. |

Pivot P'tesh
Pillowsoft
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Posted - 2009.02.08 02:50:00 -
[49]
Originally by: Rysith Battle site: Old Man Star, Villore Gate Battle Time: 2:01 to 2:11, Feb 8th
Participants: ~50
Lag started light, but increased to total desync by the end, including significant module lag and phantom targets. Effects, brackets were off.
Killboardlink: http://www.quafeultra.com/killboard/?a=kill_related&kll_id=103443
I warped on grid after the fight has started and people started to complain about lag, 1st time I had not the usual lag in such a fight (entering space message).
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Superior Glokta
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Posted - 2009.02.08 06:13:00 -
[50]
Guys its not just lag, you have some really bad concurrency issue with the overview / brackets.
I'm a software developer by trade, pretty good one, so I know what I'm talking about.
We are not talking about normal lag, we are talking about complete screwup of overview. It does not happen to everyone in the fleet, but it eventually happens. For some ppl in may happen after 30 seconds, for some ppl it may happen after 2 minutes, once it happens, overview and modules and everything is completely screwed until the grid is somehow reloaded.
1. It definitely only effects single grid. If you are somehow able to warp out and warp back in, or log off and on (basically forcing grid to reload) then you are back to square one, which is
2. The symptoms are the overview starting getting duplicate entries, like every enemy ship shows 2 times on overview, next second 4 times, next second entire overview is filled with single ship.
3. Frame rate becomes 3-4 fps, also a message "Entering space" starts to appear
4. EVE voice continues to work absolutely normally with no lag at all.
5. Its not actually triggered by fighting. A neutral sitting on the same grid watching the fight gets exactly same symptoms.
6. Once started, symptoms will never go away unless grid is somehow reloaded. I had left the client on for 2 hours after the fight, and the overview was still hosed with same wreck displayed 5 times, and same no longer existing ships on overview, FPS being 2/3.
What conclusions I can make from the above?
1. You have some kind of concurrency bug with overview / brackets that is triggered in heavy fleet engagements (the normal lag)
2. The bug is probably some race condition that lets say has a chance of happenning 1 out of 10 times if 2 threads do something at the same time... The longer you are in the fight the more chances are of the bug happenning.. Some ppl will get it in their 10th second of the fight, and some ppl will go entire fight without having it, but the longer you stay in the grid the more chances the race condition has to happen, after 5 minutes almost everyone is desynced.
3. How to reproduce it.. Get one of the developers with a debugging client to sit in a caldari or gallente militia channel. Get them to sign of for a fleet. He does not even have to shoot anyone, make him fly a Kestrel or such.. He will be able to reproduce this issue in his 1st or 2nd 30 on 30 ppl fight, guaranteed
4. Once reproduced, he can use debugger. (I'm not a Python guy, in C I would say just attach with a debugger and see whats going on). I'm sure you have some kind of special client where there is a debugger console where you can simply type "print whatever" and execute a python statement.
Once reproduced you'll be able to understand how its happening and fix it.
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Ovno ConSyquence
Amarr Gunship Diplomacy
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Posted - 2009.02.08 15:54:00 -
[51]
Edited by: Ovno ConSyquence on 08/02/2009 15:54:41 Amamake: 01/02/09 18:00 ish, Roughly 50 pilots.
Killboard Link
Both sides lagged out terribly everyone got the entering space thing over and over again only went away when docked or relogged.
Both sides were hit and i didn't see anyway saying that they didn't get hit by it. |

Foolish Bob
Caldari The Dirty Rotten Scoundrels
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Posted - 2009.02.08 18:18:00 -
[52]
Location: Lamaa Pilots: 30 vs 30
Amarr jumped a BS heavy fleet into a Minmatar BS Fleet - desynch was almost immediate and universal
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TerminatorBR
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Posted - 2009.02.08 18:26:00 -
[53]
I was there at Lamaa to prove that, it was an disasterous superb lag that came within 5 seconds... Epic Failness CCP And id like to have my petition responded ASAP. Your's sincerely TerminatorBR
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Ramjet67
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Posted - 2009.02.08 22:52:00 -
[54]
Edited by: Ramjet67 on 08/02/2009 22:54:20 Lag online - Feb 8 09 02:06 approximately 25 - 25 man fleets. Lag did cause fail of our fleet approximately 20 seconds after the initiation of the battle. Part of lag cause is overview duplication of objects where the duplication compounds so there there are 5 or 6 items in overview repeated for single target. The screen repeats about 4 -5 times with a repeated message, this is a 2-3 second time loop that happens. Location of occurance Old Man Star on Villore gate. Factional Warware location. Please be advised that Factional warefare is now not worth belonging to. I will allow my subscription to EVE to expire and not return if this is not fixed. A major part of eve is the fleet warfare and being a newer player the factional warefare WAS very good. This has not been the case since the installation of the last upgrade.
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Ottersmacker
24th Imperial Crusade
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Posted - 2009.02.09 03:37:00 -
[55]
Edited by: Ottersmacker on 09/02/2009 03:42:08
Originally by: Foolish Bob Location: Lamaa Pilots: 30 vs 30 Amarr jumped a BS heavy fleet into a Minmatar BS Fleet - desynch was almost immediate and universal
Adding more info and my own perspective for this one:
Date and time: 08FEB2009 17:50-18:00 EVE time
What it was like:
- "Entering system" tens of times in the middle of the 'battle' & targeting not functioning properly.
- I myself apparently took about 25k damage in 1 second (battleship deep into armour), fleet members apparently saw my hp drop so suddenly as well, resulting in failure at proper remote repping etc (damage mostly came from 3 cruisers.. nowhere near such alpha).
- After blowing up I got my pod out and despite being several AU away, I still had active locks on friendly battleships I locked for RR right in the beginning.
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Andre Vauban
MicroFunks
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Posted - 2009.02.09 04:25:00 -
[56]
Date+Time of fight: System Name: Odamia Number of pilots involved: 5 (3 vs 2) Comments on performance: Actual fight was good, but once I got popped lagged out for about 90 seconds while going into my pod. I could still hear eve-voice and see chat, but I couldn't do anything and was stuck with a "session change in progress" type message for almost the whole time. Intel Dual-core 8500/9600GT, not the best system but shouldn't do that on a 3 vs 2 with maybe 15 people in system.
2009.02.09 02:24:00
Victim: Andre Vauban Corp: MicroFunks Alliance: NONE Faction: Gallente Federation Destroyed: Enyo System: Odamia Security: 0.2 Damage Taken: 4002
Involved parties:
Name: Tolowim Capeen (laid the final blow) Security: 1.5 Corp: The Forgotten Heroes Alliance: NONE Faction: Caldari State Ship: Retribution Weapon: Medium Pulse Laser II Damage Done: 3805
Name: Nomedasi Security: -1.8 Corp: Obvious Indecision Alliance: NONE Faction: Caldari State Ship: Crusader Weapon: Crusader Damage Done: 197
Destroyed items:
Damage Control II X5 Prototype I Engine Enervator Light Neutron Blaster II, Qty: 2
Dropped items:
Hobgoblin I (Drone Bay) Adaptive Nano Plating II Caldari Navy Antimatter Charge S, Qty: 680 (Cargo) Magnetic Field Stabilizer II Antimatter Charge S, Qty: 1000 (Cargo) Light Neutron Blaster II, Qty: 2 Caldari Navy Antimatter Charge S, Qty: 209 Small Armor Repairer II 1MN Afterburner II Null S, Qty: 1000 (Cargo)
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Captin' TightPants
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Posted - 2009.02.09 05:08:00 -
[57]
100 km off the gate, didn't see a single thing, then died. |

matt deamon
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Posted - 2009.02.09 05:09:00 -
[58]
**** this. im at my wits end with fw fights. brand new geddon and i couldnt even turn on my damn armor hardeners because of the server lag. this has gotten rediculous.
2009.02.09 05:01:00
Victim: matt deamon Corp: Valklear Guard Alliance: NONE Faction: Minmatar Republic Destroyed: Armageddon System: Kourmonen Security: 0.4 Damage Taken: 39368
Involved parties:
Name: grimreaper1988 Security: -0.9 Corp: Gunship Diplomacy Alliance: NONE Faction: Amarr Empire Ship: Armageddon Weapon: Armageddon Damage Done: 9552
Name: Jodie Amille Security: 0.7 Corp: Gunship Diplomacy Alliance: NONE Faction: Amarr Empire Ship: Armageddon Weapon: Armageddon Damage Done: 7865
Name: Nephilim Xeno (laid the final blow) Security: 4.9 Corp: Pimebeka Mining Corp Alliance: NONE Faction: Amarr Empire Ship: Armageddon Weapon: Dual Heavy Pulse Laser II Damage Done: 7576
Name: Snt Palpatine Security: 4.8 Corp: Gunship Diplomacy Alliance: NONE Faction: Amarr Empire Ship: Armageddon Weapon: Hammerhead II Damage Done: 5744
Name: Cado Angelus Security: 5.0 Corp: 24th Imperial Crusade Alliance: NONE Faction: Amarr Empire Ship: Armageddon Weapon: Armageddon Damage Done: 4692
Name: Galdornae Security: 4.8 Corp: Gunship Diplomacy Alliance: NONE Faction: Amarr Empire Ship: Drake Weapon: Caldari Navy Terror Assault Missile Damage Done: 2043
Name: Kit Barbossa Security: -0.6 Corp: 24th Imperial Crusade Alliance: NONE Faction: Amarr Empire Ship: Drake Weapon: Warrior II Damage Done: 1252
Name: Gorzo Security: 3.3 Corp: Ominous Latin Nouns Inc. Alliance: NONE Faction: Amarr Empire Ship: Thrasher Weapon: Thrasher Damage Done: 644
Name: MINESVSGANG Security: -2.9 Corp: Friends Of Harassment Alliance: NONE Faction: Amarr Empire Ship: Falcon Weapon: 'Hypnos' Ion Field ECM I Damage Done: 0
Name: vancorporate Security: 0.9 Corp: Amarrian Retribution Alliance: NONE Faction: Amarr Empire Ship: Arbitrator Weapon: 'Abandon' Targeting Disruptor I Damage Done: 0
Name: Bud Good Security: 5.6 Corp: Client Number Nine Alliance: NONE Faction: Amarr Empire Ship: Malediction Weapon: J5b Phased Prototype Warp Scrambler I Damage Done: 0
Destroyed items:
Dual Heavy Pulse Laser I, Qty: 4 Ultraviolet L, Qty: 4 1600mm Reinforced Steel Plates I 1600mm Reinforced Rolled Tungsten Plates I Large Armor Repairer II Cap Recharger II N-Type Thermic Hardener I
Dropped items:
Sensor Booster II Armor Explosive Hardener II Dual Heavy Pulse Laser I, Qty: 3 Ultraviolet L, Qty: 3 Heavy Capacitor Booster II 1600mm Reinforced Rolled Tungsten Plates I Cap Booster 800, Qty: 5 Large Remote Armor Repair System I Energized Adaptive Nano Membrane II Armor Kinetic Hardener II Scan Resolution Cap Booster 800, Qty: 18 (Cargo)
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Epoku
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Posted - 2009.02.09 05:13:00 -
[59]
100 km away in a curse, lag was so bag that an individual drake could kill me over about 3 or so minutes. The lag was so bad that i did not see anything, i didn't even see the area load. Can you reimburse my mail http://www.minmatar-militia.org/kb/?a=kill_detail&kll_id=24391 |

DTK FL
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Posted - 2009.02.09 05:15:00 -
[60]
Just lost a ship due to the insane lag . Remote reps did not work. TheN to top it all off, WHY DOES MY CLEINT LOCK UP EVERYTIME I FILE A PETITION. THIS HAPPENS TO ALLOT OF PEOPLE, WHATS UP WITH THAT? |
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