As the stack unwinds after an exception gets thrown the game calls some cleanup functions. One of those whinges as a debug feature hen an object isn't deleted while the game terminates.
The telling part is the last message before the game starts exploding which is that it's doing a remap. If...
Not to mention there is a bindable max throw (it's not bound by default as it's a rather "advanced" feature). While I do love Tribes dearly, the game was slow and the weapons were spammy as hell. You move much faster in Legions, with way better netcode and much higher bandwidth/low latency...
It's not a band-aid. Two things were broken, how the client handles dropping a large amount of packets, and the server (which drops large amounts of packets). I fixed the client, but the server still gets viciously desynced from the client.
I've tested air mines in the past, as soon as they're useful at giving damage they're unreasonably huge. The whole idea sounds neat but executes poorly.
Whenever a dev talks about reducing the difficulty curve it's about getting newer players having fun faster. Currently it just takes too long from joining the game to having fun.
February 7th, 2011
Fixed Client Freeze Bug: Killed a bug where if your client dropped > 32 packets in a row your client would stop simulating the game and never recover. This is the "US East players freeze on Justice" bug.
Weapons like this are broken because they are piss easy to hit with under 200 meters (a decent player almost never misses a shot) and almost impossible to hit with over 200 meters. All they would do is become a staple dueling weapon, end fights incredibly quickly, and be useless at range. The...