Any of you notice a variance in "game clock"?

I’ve noticed this happen a few times - places where I see the game just END at least 10-15 seconds before it should, or a point capture happens again, when, on my screen, it shows it’s about 75% done, but then BAM - it’s done, and moved to the next objective?

It’s more than just a few seconds latency either, I could live with that. But the other night, was playing Germans against the Soviets, and we were winning the entire match. They were down to the last 50 or so tickets left, and we were defending the last two points - and one got capped, and several of us were running to re-take the other capture point, and then POOF, game over.

I’d never seen it happen QUITE so dramatically, so I went to the replay, and according to it, yeah, it was game over - the timers were correct according to the replay, but were definitely not what was shown on my game client. I know from when I played it wasn’t that close - we had a lot more time left.

Just wish I knew how the game could be THAT out of synch. I have a Gigabyte internet connection, a crazy good PC, and playing on the NA servers.

I guess DF needs to feed the hamsters running in their servers a bit more nutritious gruel.

Happens when team without reserve tickets is completely annihilated to last person.

I really can’t tell what you are describing.

Fair.

Okay, this is that defense where you have to capture both simultaneously to move the objectives to the next pair of objectives (or occasionally, it will be 2, then 1, then 2 again). I don’t know what the game mode is called, but it’s not defending the bomb, and it’s not the type where when, you are defending, the attackers can partially cap the point and it keeps the progress, even when it’s like 99% or whatnot.

This type of mode is both objectives have to be kept simultaneously, and the defenders can take them back over as long as even on of them has a tiny sliver of life and you can push the attackers back off.

Hope that makes sense.

Anyway, in this case, we had held the first two objectives, going back and forth between the two being taken until the attackers were down to perhaps 200 tickets. They finally capped the two simultaneously while we were over confident and weren’t hardcore defending the two objectives. We then held the next one where the attackers were down to about 150 tickets, and we got pushed to the last two objectives. One fell quickly, got recapped, got capped again, and they were down to 50 tickets.

And for whatever reason on my screen anyway, it didn’t even look like they actually capped the last one (of the pair), rather… I was staring at the Objective shield, and it was at about 75% and the game just ended.

I watched the replay, and the replay did not match my experience. According to the replay, the objective had been 100% capped. The defenders had no limit, like most defenders games, and could respawn ad nauseum. The attackers won with like 50 tickets.

Hope that makes sense.

It’s not a “game breaking” issue - unless it started happening all the time. But, it must be some type of latency or time issue within the game when a client is that far out of sync with the server.

From what I know there’s some issues regarding clock and cap status once you alt+tab the game or play with minimal battle interface, maybe try playing on different resolution I mean like fullscreen or in-window, and avoid alt tabing the game

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Oooooh, that might be it. I do alt-tab in order to screenshot my games scores and keep track of stuff. Good call. Weird that it does that! But there’s a small bit of sense in that. I wonder if there’s a way to synch the game clock after I alt-tab. Huh.

Enlisted has built in screenshot maker go find it in options

That works, too. I will have to look for the key for that.

I have a stupidly wide-screen monitor (49"), but some editing should tidy up the screenshots.

Thanks!

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