r/titanfall

▲ 23 r/titanfall+2 crossposts

What's actually wrong with Titanfall 2's lobby servers

TL;DR: individual official lobby instances tear down their own lobby every few seconds while you're sitting in it. It is not your connection, not a kick, and not the whole region — the broken unit is one port on one machine, and another lobby on that same machine can be perfectly fine at the same moment. It also stops on its own. The tool below tells you which one you're on.

https://github.com/mrcook1e-ai/tf2mon — Windows, no install, MIT.

It's a passive tracer that sits inside the game, decrypts the netchannel and writes down what the server actually sends. Everything below is measured across 42 recorded sessions.


What is actually happening

When the lobby reloads over and over, this is the sequence on the wire:

  1. You connect to an official lobby, and it comes up normally.
  2. You reach FULL — loaded, in the lobby, playing.
  3. The server sends CHANGELEVEL into that live session.
  4. The lobby reloads, and the instance's own generation counter ticks up by one.
  5. Repeat.

You are never disconnected, never rejected, never kicked. The connection stays up the whole time and the engine's disconnect path never fires once — which is exactly why you get no error message explaining anything. The client is doing what it's told.

In 82% of the teardowns I recorded, the client had reached FULL first. So this isn't a session failing to come up. It's a finished, working session being torn down.

1. There are only two places

The menu offers about a dozen datacenters. Those addresses are ping targets — the game pings them to draw the bars. They are not where you play.

Every lobby server I have actually been connected to was in one of two places:

  • EU — Frankfurt, Germany
  • US — Columbus, Ohio

Both Amazon (AS16509). Picking London or Amsterdam gets you Frankfurt. When I deliberately picked Asian datacenters, or Sydney, I landed on Ohio. Across 42 captures a third location never appeared once.

The menu decides which of two pools you land in. That is all it decides.

2. The broken thing is a port, not a machine

This is the finding that changed how I read everything else.

One capture caught four lobbies on the same host IP, differing only by port. One held a clean session throughout. The other three were reloading every few seconds — at the same time, on that same machine.

So it isn't an overloaded box and it isn't a regional outage, and your friend's lobby being fine tells you nothing about yours. The instance is the (IP, port) pair. When you bail out of a broken lobby and land somewhere better, what changed was usually the port.

3. The matchmaker assigns your instance, and can move you

You don't pick an instance, you're given one. It can also shuffle you: in one capture the client was passed between two instances seven times, and neither had restarted — both generation counters sat still the whole time. That's a second, separate failure, and from inside the game it looks exactly like the first one.

Queue into US and then back into EU and you can come back to a different instance than the one you left. Sometimes that's the fix. Sometimes it hands you something worse.

4. The counter: history vs. diagnosis

Each instance broadcasts how many times it has reloaded since its process started. The tool shows it as no.

Above 1 means it has already been restarting. Lining up the nine instances where I could check this cleanly: joined at 1–2, held 3 times out of 3; joined at 3 or higher, held 1 time out of 6. Small sample, but it points where you'd expect. A history is no guarantee it'll happen to you, but it's the cheapest warning sign you can read at a glance, and I'll take a fresh instance over a veteran every time.

The exceptions are real and not marginal, though. The healthiest instance I ever recorded sat at 72 and held four separate visits without one restart; another at 221 was fine with 31 players. The counter says how many, never when — something that piled up 72 over several hours may have been calm for the last twenty minutes.

What tells you it's sick right now is whether that number is moving. The tool shows that separately, as gens. no is what it did before you arrived; gens is what it's doing to you.

5. It's a state, not a rate — and it ends

It's a metronome. 24 consecutive cycles measured between 2.22 and 2.78 seconds; full cycle about 5.15 s. Server→client packet loss across tens of thousands of packets: 0.00%. Nothing is being lost on the way, and that precision is not what overload or a crash looks like.

There's almost no middle ground. Of 255 generations the server tore down itself, the median lived 2.85 s, the longest 43.5 s, and not one survived past a minute. An instance either tears the lobby down within seconds or doesn't tear it down at all.

And it stops by itself. I watched two instances settle inside a single visit — no reconnect, nothing I did. One tore down five generations in a row at six-second intervals, then held the next for 285 seconds straight. In another capture an instance had been looping for at least fifteen minutes — 67 restarts, one every 13 seconds — before it quit and then held clean across four visits.

So it's an episode, with a beginning and an end. Reconnecting frantically isn't always the answer; sometimes you're thirty seconds away from it fixing itself. Don't call it early either: one instance held 43 seconds and dropped straight back in.

What is still unknown

I can see what the server does. I can't see why it starts. That needs EA's server-side logs, and no amount of client-side recording will substitute.

What the data does rule out is anything that would have to be shared by a whole machine or region: three lobbies looping while a fourth on the same host stays clean is not an overloaded server, and 0.00% loss is not a network problem. Player count isn't a trigger either — I recorded a lobby with 31 players and zero restarts, and one with 8–11 players restarting five times.

I can't honestly say whether this is a bug, a corrupted instance, or something deliberate. Whatever starts it also ends it, unattended, and any explanation has to account for that too.

What I want to try next

The server sends CHANGELEVEL and the client obeys. I want to see what happens if the client doesn't — if I drop that one message, does the lobby just stop reloading?

It may well not work. The server tracks how far the client has acknowledged sign-on, so a client that quietly refuses to follow the level change may get ignored, time out, or end up in a state the server won't talk to. It's very much not vanilla behaviour. But it's the one experiment that turns "watching the problem" into "not having the problem", so I'll run it and report back either way.


Using the tool

Download it, run it, press c, play. Close the game and it tells you what each server you touched was doing:

verdict meaning
HEALTHY holds the session
SICK reloading its own lobby in a loop
STALLING the world freezes for seconds and resumes — playable, degraded
BOUNCING you're being passed between instances
RECOVERED it was looping and stopped

It remembers addresses between sessions, so coming back to a server an hour later shows what it did last time. That's the difference between reconnecting blind and reconnecting on purpose.

Nothing to buy, nothing to sign up for. "Is it me or is it them" should be a question with an answer, and now you can post a screenshot instead of an argument. If you run it, I'd genuinely like to see what instances look like from other regions — mine is one vantage point, and two of the findings above are limited by that.

The full write-up is in the repo, including the r2 message layout, which I had to measure myself because no public table for it exists. The findings documents are in Russian; the code and README are in English.

Read this before you run it

It injects a DLL into an online game. I won't dress that up: it goes against EA's terms of service, and it may upset your antivirus. Your call, not mine.

What it does not do: it doesn't modify a single message or any game logic, it always calls the original handlers, and it contains no anticheat bypass and no attempt to hide itself. It reads, and it writes down. That's the whole program. It refuses to record if the game was launched with dev switches, or if the engine build doesn't match the one the hooks were verified against — a half-instrumented capture is worse than none.

Don't upload your .vnt captures anywhere. They hold your session's decrypted traffic: the lobby roster with player identifiers, your own persistence data, everything the server sent you. Keep them local. If you want one explained, run the tool's own report or analyze and paste that text into an LLM — it reads it well. Paste the report, never the capture.


I wrote an earlier comment about this before I had the measurements; it's outdated and this post replaces it.

u/Some_Individual_182 — 3 hours ago

Northstar sabotage?

I know the vanilla servers are toast from some bad actors. I have seen some accusations that Northstar devs may be behind it? Seems like a strange accusation, but I'm curious if there's any actual evidence of this. I saw someone claim it's to push people onto their client, which I guess could make sense, but that's not exactly a super compelling reason to me.

reddit.com
u/Train_Wreck_272 — 5 hours ago

I finished my Titanfall 2 Master playthrough!!!!

FINALLY!! I just finished my Master mode playthrough of good ol TF2 while in a bit of pain from eye surgery. Ironically it served as the perfect distraction. Have a good day everyone!

u/Breadboi_09 — 9 hours ago
🔥 Hot ▲ 8.0k r/titanfall+1 crossposts

Let me enjoy the game in peace begone sweat.

u/Oraxy51 — 20 hours ago

What the hell is going on dude??

I don't know what the hell is happening, i cant even get into a game. Please some help, i can't be the only one with this issue.

u/AdvanceSensitive239 — 11 hours ago

Help yo girl out with some ronin references

So i wanted to do a ronin artwork, like the one i did for northstar, but for that i am in desperate need of ronins model from front side and back, so i can get all angles. Even better if y’all have a ronin and ronin prime model. THANK YOU <3

reddit.com
u/Baked_beans_0 — 11 hours ago
▲ 3.2k r/titanfall+1 crossposts

Peak meets Peak

Other media is lancer the mech ttrpg

Kinda funny how monarch (lancer) has a very similar gameplay loop to tone, they even got the exact same core power of firing a shit load of missiles

u/Madglace — 1 day ago
▲ 259 r/titanfall

Pilot and Titan Bond

Pilots and Titans have the strongest bond in the frontier

(this thing was made using this Warjenkins Drawing as reference, Commisioned by my Cooper lover friend wich also choose that text)

u/Uncoth_Block — 1 day ago
▲ 1.8k r/titanfall

Server Side Fix has been pushed out for the PC menu looping!! Get back on!

u/EXO_R3EECH — 1 day ago
▲ 321 r/titanfall

that just went from 0 to 100 incredibly quick

honestly lasted longer than i thought i would

u/CSLRGaming — 1 day ago

Don’t understand the point of titan executions

I’m particularly a newer player to the Titanfall universe, and I’ve been playing nonstop frontier defence, and I have to wonder: what exactly is the whole point of people attempting to steal your kill with a execution? Like I can understand some of them, like monarch, because they steal a literal battery out of the Titan, but then there’s just other people who are just running around waiting until the moment that you take a Titan to a doomed state and then just execute it. Is there a meaning behind it? Like I get it on the easy modes, that’s understandable, but when you’re getting to like the higher difficulties like hard and master I don’t quite get the point of doing this? You’re wasting valuable time. Can someone explain this?

Edit: I suppose I needed to clarify this from the subpar downvotes in the comments, and the hate being received in my DMS, but I’m talking about frontier defense, specifically Master Tier and the Occasional Insane.

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u/Ear_Visual — 1 day ago
▲ 124 r/titanfall

How long did it take

How long do you think it took survivors to get there and make a few functioning houses. And to put up these lines to bring down scrap, that would take a long time. Statistically they wouldn't have a full crew or ships to move so much so quickly, how long do you think it took them?

u/BaggierRabbit48 — 1 day ago