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03-02-2009, 10:00 PM #31
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Re: Why our titan server is terrible.
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03-02-2009, 11:38 PM #32
Re: Why our titan server is terrible.
All servers lag to hell when the titans get close to one another, it's not just our server. If memory serves me well, the first or second patch introduced the ability to disable titan movement because of this.




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03-02-2009, 11:51 PM #33
Re: Why our titan server is terrible.
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03-03-2009, 12:00 AM #34
Re: Why our titan server is terrible.
We tested 64.34.163.112 (AKA: Conquest server) with the current setup when we moved servers over a year ago. The test ran 64 player and 50 player titan with movement. The lag issues still remained but the serverwide rubberbanding issues were resolved. For those that remember that issue, its different from normal titan lag and effect every player and doesn't matter if they are on the titan or far from it.
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03-03-2009, 02:02 AM #35
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Re: Why our titan server is terrible.
Oh, I forgot to point something out, the premise of this post is wrong to begin with. Our titan server is not "terrible". It's actually pretty good considering how little support it receives from admins.
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03-03-2009, 09:51 AM #36
Re: Why our titan server is terrible.
I played on it last night for a couple of rounds, and granted it was only about half full there was no lag in sight. Only thing that sucked about it was that it was only half full
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03-03-2009, 10:39 AM #37
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03-03-2009, 11:13 AM #38
Re: Why our titan server is terrible.
...but this claim is terrible...actually pretty good considering how little support it receives from admins.
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03-03-2009, 12:20 PM #39
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03-03-2009, 12:56 PM #40
Re: Why our titan server is terrible.
i loved moving titan behind enemy titan so every missile, whether they controlled it or we did would blow up on their titan...it was the principle point of CO for titan maps, as is mentioned above, the other CO devices available on titan maps are pretty negigible over the map, especially because the maps are very nonlinear and there is a lot of silo hopping and gunship playing.
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03-03-2009, 03:28 PM #41
Re: Why our titan server is terrible.
I think we have to consider concessions with respect to Titan movement. Personally I am indifferent either way about the subject but the fact remains that our current Titan server is unable to handle the load and therefore lags. If locking Titan movement helps solve this problem then it is a trade-off we need to make for the sake of everyone. The issue of whether to move it or not is moot if the server can't handle it anyways.
I am curious, if Wolf Servers hosts this box, then can't we request a different server, one with more horsepower?|TG| RoadWarrior
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03-03-2009, 04:10 PM #42
Re: Why our titan server is terrible.
Both our servers outclass this game by a wide margin, Road. The problem is with the game itself, not the machine handling it.
I personally have *NEVER* experienced titan lag, even when the titans are touching.
@Y -- just because Titan CO is Conquest CO without the Orbital Strike. Are you saying that the OS is truly worth that much?
Titan movement is a nice tactical tool, but if it bothers everyone, I'd rather keep it off.Fight!
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03-03-2009, 05:25 PM #43
Re: Why our titan server is terrible.
Titan and conquest really are two different beasts. Many of the fundamental tactics and strategies of conquest do not translate as well as one may think on titan maps.
Titan maps are a lot more open than most conquest maps. With the exception of the Titan hallways, choke points do not exist. Both teams have access to a lot of air power that make front lines all but nonexistent. Each silo in many ways becomes its own little world. This makes localized things such as the UAV, EMP and Supply drops a lot less useful than their conquest counter parts. On the flip side, the large size of the maps makes sat track invaluable.
Keeping that in mind, to compare the Titan to an orbital is a bit silly. The raw power of the Titan and her guns, is significantly more than that of even the best placed orbital. The range of her weaponry and the fact that you can spawn there and use the pod launchers for quick assaults allows the titan to server as a bridge between silos. Properly manning the Titan weaponry allows your team to set up a defensive perimeter that would take five times as many solder to set up on the ground.
In conquest, the smaller maps sizes coupled with a lot less air power, make the CO's assets much more valuable. Sat track is still number one, but the EMP is actually useful when coupled with an OS. More of your team will be needed as medics, because lives matter, so supply drops are worth more; and UAV's cover a lot more of the map so their usefulness is also increased.
In the end, the differences between a CO in conquest and CO in Titan is a lot more that just swapping one button for another. While their job still is more about information and coordination than anything else. The tools they have at their disposal are vastly different in their effectiveness, even if they are the same thing.
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03-03-2009, 06:40 PM #44
Re: Why our titan server is terrible.
Well said, that is how I've always seen the differences in Titan and Conquest in terms of CO. It is the reason I've never played as a CO on Titan servers since the vast majority lock the Titan's movement. Sadly the reason for locking Titan movement is very very obvious and affects a players gameplay. I prefer Titan movement because I hate to see the powerful guns of a Titan pretty much go to waste, but I understand why its locked and the reasoning behind it.
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03-03-2009, 08:08 PM #45
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Re: Why our titan server is terrible.
I don't think it's any particular users comp that feels the lag, I think it's the server overall that gets bogged down. I play with a ping of 16, on a computer that can record full screen fraps without a noticeable frame loss at max settings, and when the titans get close I get the same lag. It's one person or another's computer specs, it's the server software that just can't handle the pressure.
Why? Hell if I know, but I'm willing to bet it has something to do with the insides of the two titans being in close proximity. You'll notice sometimes when you switch between the inside and outside of the titan there's sometimes a bit of a frame freeze depending on server load. I would assume this is your client quick loading the schematics for the inside of the titan. Well, when both are in close enough proximity, an object controlled by the server (ie, shields, consoles, core, spawning air assets, etc), ends up loading BOTH titan schematics, which probably causes some sort of thrashing problem on the server, taking away resources for handling the rest of the server.
Whether I'm right or wrong doesn't matter however, unless DICE is actually reading this thread, which is doubtful. What matters is that as it stands right now, when titans get too close, it causes the server to lag to hell, which causes many players to leave. Once on our titan server, I noticed we had a full server, then the "Close Titan Lag" happened two maps in a row, and the server needed to be seeded.
As tactically advantageous moving titans are, I'd much prefer having a seeded server to actually play on. It's highly unfortunate that it has to be like this, as moving titans adds an entirely new strategical and tactical element to the game, but I'm in support for locking titan movement until (read: if) patch 1.6 has a fix (read: ever comes out).
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