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i7 3.2ghz 32gb of ram system.
The bigger issue the PEER to PEER hosting. Since the release I can count on 1 hand the number of matches I have hosted. It seems to me the person with the slowest connection is the one that ends up hosting (most of the time it appears to be the dumb ass playing on a wirelessly connected laptop). Which is were the problem comes in.
Last night was a classic example. I stuck 2 symtex to a player, unloaded a full S-12 extended clip into him, and he did not die. And I get 1 shot killed clear across the map by another player using a handgun.
1. Of course they use the same IP address ranges. Activision owns those ranges so they are going to show up in that range. Just because they share IP addresses doesn't mean the software is configured the same.
2. The Lobby/match making system is the DEDICATED portion of the dedicated servers we were promised. If you pay attention in the lobby you will see it saying searching for best Host, it is searching the connection of the players that are in the lobby to determine who is going to host. That is why you see the host migration status sometimes when a host leaves (see it more in zombies than regular games).
3. Change your ISP. How about you change your brain cells, or better yet get some. Nothing wrong with my internet connection. I pump tons of data through it every day (that is why it is a corporate connection with guaranteed SLA's) with no issues.
I have spent the last 21 years building, deploying, supporting robust corporate networks, and fully understand the inner workings of IP based networks.
The fact remains that Activision has taken the Easy way of match making for the PC players and we get screwed because if it.
Finding the Correct MTU setting on your router for P2P gaming. By default most routers are set at 1500 for PPP and 1400 for VPN. Since we are playing most if not all AW matches in P2P the packets you send out are very well fragmented to the game host in the first place. Having fragmented packets simply compounds the issue of distance from the host and the fact that UDP packets aren't guaranteed to arrive at the host in the order your router sent them out. The results of high MTU fragmented packets, distance from the host, and unguaranteed packet delivery will give you lag, packet loss, or reduced or no hit registration.
To find the correct MTU for your configuration you must run a simple cmd prompt Ping test. You will simply send out ping requests and progressively lower your packet size until the packet no longer needs to be fragmented.
Please reference the following steps:
The command for this ping test is ping www.google.com -f -l 1500
•You can use any well known pingable domain like msn.com -f -l (xxxx) in place of www.google.com for the test.
•There is a single space between each command.
•"-l" is a lower case letter L, not the number one.
•The last four numbers are the test packet size.
Step 1
Open a cmd prompt screen by clicking on Start>Programs>Run type cmd, right click and run cmd as administrator.
Step 2
At the cmd prompt type in ping www.google.com -f -l 1490 and hit Enter. Notice that the packet still needs to be fragmented.
If each packet return shows:
Packets needs to be fragmented but DF set.
then the packet size is too large
Step 3
Drop the test packet size down (10 bytes at a time) to 1480 and test again.
Step 4
Drop the test packet size down more and test again until your reach a packet size that does not fragment and the return looks like this:
Reply from (google's IP): bytes=(new MTU size) time=(number of ms) TTL=round trip number
it might look like this:
Reply from 74.125.227.244: bytes=1440 time=30ms TTL=238
Step 5
Once you have a test packet that is not fragmented increase your packet size (one digit at a time) 1441, 1442 and so on until you find the largest possible packet that doesn´t fragment.
Step 6
Take the maximum packet size from the ping test and add 28. You add 28 bytes because 20 bytes are reserved for the IP header and 8 bytes must be allocated for the ICMP Echo Request header. Remember: You must add 28 to your results from the ping test!
An example:
1440 Max packet size from Ping Test
+ 28 IP and ICMP headers
1468 is your optimum MTU Setting
This will be the change you will make to your routers MTU packet size on the router then save and exit. I'd recommend reboot.
I don't give a crap about what all other say that this doesn't work, it does. At least you can eliminate the fact that your own packets aren't causing lag in a match and better than 90% of the time you will likely have a full 4 bar connection.
This is just one trick to try, another of course is triggering all ports known for this game to run on your router. Another is tweaking config file settings related to networking.
I think the developers should be able to figure out a solution.
2 factor authentication for servers?
An encrypted server file must come in after server file verification?
As someone that has admin'ed several servers in the past, as an Admin I have the right to kick whoever I want off my server. The burden is not on me to prove anything. Are some admins a little zealous, probably but hey there are enough servers out there that you can find one that will let you play.
And for the record. I have hosted/rented 15 different servers at various times in the past, and I have kicked a total of 2 people off in that time. Punkbuster did the bulk of the kicking for me.