Yes I've considered film.
Not knowing when the next occurence will happen as a rule, I would have to begin every evening I fly with running constant film until the next phenomenon's occurence. What kind of game debt will I perceive on my end to my quality of making others go boom if I have to run constant films as part of my game play routine until the phenomenon repeats itself? AT least the phenomenon has a peak time range from my perspective once it is observable. By 10pm PST when numbers in the arena drop off, if I haven't rebooted my router earlier. I will begin to see hit sprites again and record a few kills but, many more assists as the sprites never appere to result in much damage at any range. A reboot at even this time improves the kill numbers over assists.
How can ATT and other providors equipment contribute to creating this phenomenon as described such, that my game clients over years of ever updated clients show me the exact same phenomenon year after year?
My gunnery skill as a one size fits all source of the problem suggested by this audience becomes a canard in the face of the repitition of this pehnomenon over the span of 10 years. The odds of every player no matter their skill level achiving even "one" hit sprite in a combat exchange when firing from dead 6 at or under 100 yards exposes the canard. Not all players have the exact same quality of connection path or good fortune of internet packet passage as others if you disect that species of world wide network penomenon from across the globe. The percentages are in favor of "phenomenon" occuring once you are outside of an internaly controled LAN becasue of the higher traffic, whats known about internet infrastructuer and internet providors.
The explanation about gunnery information and TCP validates it is not the game producing the phenomenon via practical experience in the game and years of IT support. For example, late arriving rounds killing me after seeing the con in my rear view while experiencing my specific phenomenon. But, the phenomenon interacts with the game regardless in a manner that repeats it's symptoms exactly the same, while most often the solution is rebooting my current router and current PC. In 10 years this has been many different PC, routers, and two ATT DSL modem replaced, from my same location in Oakland Ca.
The worst case scenario is two Texas routers just before the game server showing errors and high ping times in PingPlotter to such a degree rebooting on my end does not aleviate the issue. Usualy 12 hours later barring a national issue, the routers are back to normal and the phenomenon is gone. Of the total occurences the routers are 20% of the time over any year in the last 10 and often anecdotaly in concert with national events to which U.S. based Internet subscribers would be online in peak numbers. I used to jokingly beleive since my last hop before Texas was an SF gateway, that it was driven by steer documentairy subscriptions being enjoyed in SF from sources streaming out of Texas.
As you can see I am describing an external penomenon which interacts with the game at least from my client application's perspective. I'm attempting to understand it's anatomy, not point fingers. I have never considered this HTC's fault, simply irritating when it occurs from time to time. Only a fool would assume the Internet like the ocean is a perfict and placid domain.
My apologies if my curiosity has detoured your time from helping solve your customer's solvable problems. The description of TCP tied to gunnery information was new to me and caused a train of curiosity.
As always if given a choice, please use a wooden ban stick if that is applicable to this issue.