CODM S7 Terminated disconnecting mid-match or getting kicked from game on GameLoop PC

High5 solutions

You are getting disconnected from CODM matches mid-game in Season 7 Terminated on GameLoop PC — the game either shows "Connection Timed Out," kicks you back to the lobby, or exits to the GameLoop launcher without warning.

Common versions of this problem:

  • "Connection Timed Out" error appears 2–5 minutes into a match and kicks you to the lobby — a server-side timeout during peak S7 launch load; the match server drops idle connections when overloaded, and GameLoop's connection keepalive is not always sufficient
  • Kicked from match with "You have been removed from the match" or similar message — GameLoop version validation check; S7 Terminated added a server-side check that kicks players using a GameLoop build older than the S7-compatible version
  • Game freezes mid-match and then returns to lobby after 30 seconds — a network packet loss event that exceeds CODM's reconnection timeout; the game attempted to reconnect and failed
  • Disconnected only in Battle Royale matches but not in Multiplayer — BR matches have longer sessions and are more sensitive to connection instability; a marginal network condition that is tolerable in short MP matches causes a timeout in the longer BR session
  • Disconnected every match at approximately the same time (e.g., always at the 10-minute mark) — a router or ISP-side connection lease timeout; the network connection is being reset by the router every N minutes regardless of active traffic

Why this happens: CODM Season 7 Terminated was the largest season launch of the year, with Terminator crossover content driving unusually high player counts. Tencent's match server clusters handle this through load-based connection management: when a match server is near capacity, it reduces the connection keepalive tolerance — meaning that connections showing higher-than-normal latency (which GameLoop PC connections can exhibit due to the emulation overhead) are dropped sooner than usual to make room. Separately, S7 introduced a server-side GameLoop version check: the match server now validates your GameLoop build version during the match loading sequence, and if your build predates the S7 update, you are removed from the match rather than at the login screen.

Work through these fixes in order. Updating GameLoop (Step 1) resolves version-kick disconnects; improving connection stability (Step 3) resolves timeout disconnects.

Last updated 6 days ago0 users reported this issue0
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Solutions

solution #1855

update-gameloop-to-latest-s7-compatible-version (sortOrder=1, isMostHelpful)

S7 Terminated added a server-side GameLoop version check that kicks players from matches if their GameLoop build is older than the S7-compatible version — updating GameLoop fully resolves this type of mid-match kick.

  1. Exit CODM and close GameLoop fully (right-click the GameLoop tray icon → Exit).
  2. Relaunch the GameLoop launcher. If an update is available, a notification will appear on the launcher home screen. Install the update.
  3. If no update prompt appears: open the GameLoop launcher → click your profile icon or the settings (⚙) → About → Check for Updates.
  4. After updating GameLoop, also check for CODM game updates: in the GameLoop library → CODM tile → Update (if visible). Both the emulator and the game must be on S7-compatible versions.
  5. After updating both, launch CODM, join a match, and confirm the mid-match kick no longer occurs.

Why this works: Starting with S7 Terminated, Tencent added a match-entry validation step that checks the client's GameLoop build version against the minimum required for S7. This check was moved from the login screen to the match loading sequence, which means players with outdated builds can log in and enter the lobby but are kicked when a match is found and the version check runs. Updating GameLoop to the latest stable build satisfies the version check and eliminates this type of kick entirely.

solution #1856

switch-codm-network-mode-to-reduce-server-load-timeouts (sortOrder=2)

Switching CODM from the default server region to a less congested region reduces the chance of connection timeouts during peak S7 launch traffic.

  1. In CODM, go to Settings (gear icon) → Network or tap the network indicator on the main lobby screen.
  2. If CODM is set to Auto server selection, change it to a specific region. Choose the region closest to your physical location.
  3. If you are already on a specific region and experiencing disconnects, try an adjacent region (e.g., if on EU West, try EU East or Middle East) — during peak S7 launch, some regional clusters are more congested than others.
  4. After changing the region, rejoin a match and monitor for disconnects. The region selection also affects match latency — check the ping indicator before each match to confirm you are getting acceptable latency on the new region.

Why this works: Tencent's CODM matchmaking routes you to a match server in your selected region. On S7 launch day, popular regions (especially NA East, EU West, and SEA) experience extreme server load that reduces connection tolerance. Switching to a less-congested regional cluster gives your connection more margin before the server triggers a timeout. The trade-off is potentially higher ping on a more distant region, but for players experiencing frequent disconnects, connection stability takes priority.

solution #1857

flush-dns-and-use-a-faster-dns-server-for-stable-connection (sortOrder=3)

A DNS resolution delay or stale DNS cache can cause CODM's connection handshake to time out, especially when Tencent updates server infrastructure at season launch — flushing DNS and using a faster DNS server stabilizes the initial connection.

  1. Open Command Prompt as Administrator (search "cmd" in Start → right-click → Run as administrator).
  2. Type: ipconfig /flushdns and press Enter. You should see "Successfully flushed the DNS Resolver Cache."
  3. To switch to a faster DNS server: open Control Panel → Network and Sharing Center → Change adapter settings → right-click your active connection → Properties → Internet Protocol Version 4 (TCP/IPv4) → Properties.
  4. Select Use the following DNS server addresses and enter 8.8.8.8 (Google DNS) as Preferred and 8.8.4.4 as Alternate DNS. Click OK.
  5. Relaunch GameLoop and CODM, join a match, and observe whether mid-match disconnects are resolved.

Why this works: When a CODM season launches, Tencent updates or rebalances its server infrastructure — changing IP addresses associated with match server hostnames. Your PC's DNS cache may still hold the old IP addresses, causing CODM to try to reach servers that have moved. DNS resolution failures mid-match (when CODM tries to contact server infrastructure for session keepalives or in-game event updates) can cause the connection to appear dropped even though your network is working. Flushing the DNS cache and using a fast, reliable DNS server (Google or Cloudflare) ensures CODM always resolves current server addresses.

solution #1858

check-router-nat-type-and-connection-keepalive-settings (sortOrder=4)

A Strict or Moderate NAT type can cause CODM to drop mid-match connections — especially in BR matches — because the match server's connection keepalives are blocked by the router's NAT timeout.

  1. In CODM, check your NAT type: Settings → Network → NAT Type. A Strict NAT type is the most likely to cause mid-match disconnects. Moderate can also cause issues in BR.
  2. To improve NAT type: log into your router admin panel (usually at 192.168.1.1 or 192.168.0.1 in your browser). Look for UPnP settings and enable it if it is disabled.
  3. Alternatively, set up a port forward for UDP ports 7086, 7087, 7088 (CODM's primary matchmaking ports) to your PC's local IP address.
  4. If your router has a TCP/UDP Session Timeout setting: increase it to at least 120 seconds to prevent the router from closing active CODM match connections during periods of lower packet traffic (common in BR matches when you are in a hiding phase).
  5. After changing router settings, restart the router, relaunch GameLoop and CODM, and check if the NAT type has improved to Open or Moderate.

Why this works: NAT (Network Address Translation) on your router maintains a translation table that maps your PC's outgoing connections to the router's public IP. For UDP connections (which CODM uses for real-time match traffic), routers have a session timeout — if no packets are sent/received within the timeout window, the router closes the NAT entry. In BR matches, there can be periods of reduced packet exchange (no combat, hiding) that hit the router's NAT timeout, causing the router to drop the match server's return packets. The match server interprets this as a disconnection. Enabling UPnP or port-forwarding keeps the NAT entry open, and increasing the session timeout prevents the router from closing idle-but-active match connections.

solution #1859

use-a-wired-ethernet-connection-instead-of-wifi (sortOrder=5)

If you are connecting to GameLoop via Wi-Fi, switching to a wired Ethernet connection eliminates wireless interference and packet loss that causes CODM to drop mid-match connections in S7's more latency-sensitive game modes.

  1. Connect your PC to your router directly with an Ethernet cable (Cat5e or better).
  2. In Windows, open Settings → Network & Internet → Status and confirm the active connection shows as Ethernet, not Wi-Fi.
  3. If you cannot use a physical cable, improve your Wi-Fi stability: move closer to the router, switch to the 5 GHz band (faster, less interference) instead of 2.4 GHz, and ensure no large downloads are running in the background on other devices.
  4. Relaunch GameLoop and CODM, join a match, and observe whether the mid-match disconnects stop. Ethernet connections typically reduce match dropout rates by 80–90% for players who were on marginal Wi-Fi.

Why this works: CODM uses real-time UDP packets for match data. UDP packets that are lost (which happens with Wi-Fi interference) are not automatically retransmitted like TCP packets — the data is simply gone. When too many UDP packets are lost in a short window, CODM's connection quality drops below the threshold for maintaining the match, and you are disconnected. S7 Terminated's higher-fidelity match environment (more players interacting, more effects) generates more UDP traffic per second, which means a marginal Wi-Fi connection that was acceptable in previous seasons may produce enough packet loss to trigger disconnects in S7. Wired Ethernet has effectively zero packet loss and consistent latency, which keeps the connection well above CODM's disconnect threshold.

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