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AWM HAS NOW BEEN FIXED!!! - 1.71 Patch Notes/Changes

  1. #1
    GSTurk1905
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    AWM HAS NOW BEEN FIXED!!! - 1.71 Patch Notes/Changes

    Hi everyone, Patch 1.71 is set to be released today at 11 AM PST on Relic Online (at which time the servers will go down for approximately 30 minutes to an hour). Here are the release notes

    v1.71 07/24/2007

    General Fixes and Features
    - Warning on option screen for excessive memory usage
    - Crash fix on entity spawn (occurs with several mods)
    - Various other crash fixes.
    - Various memory leak fixes.
    - Window maximize button switches windowed mode back to full screen.
    - D3D10 sky shader fixed.
    - D3D10 stippled scarring fix.
    - Better colour for HTML news links.

    Gameplay
    - Allied War Machine has had its duration reduced to 25 seconds, cost increased to 250 munitions and cool down increased to 150 seconds.

    ***************
    You will need to reconfigure your options from the default settings after this patch is applied.
    ***************

    that was from bloggo by the way
    http://www.relicrank.com/bloggo/
    Last edited by GSTurk1905; 24th Jul 07 at 11:46 AM.

  2. #2
    Hallejuah! Praise the lord! Etc.

  3. #3
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    Cool.
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  4. Forum Subscriber  #4
    Member Invictus's Avatar
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    Sweet. Glad about the AWM.
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  5. #5
    GSTurk1905
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    that is a huuuuuuge nerf on awm but now we will see 7cp pershing more since awm isent worth it.

  6. #6
    >Rubberduckie<
    Guest
    Took a while, but bravo on the change. It was needed.

  7. #7
    Sprinkles
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    About an hour and a half till its applied!

  8. #8
    Member BlackLabel's Avatar
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    Ah sweet. Now just fix the damage tabels ( IF thats a confirmed bug ) and we are set.

    that is a huuuuuuge nerf on awm but now we will see 7cp pershing more since awm isent worth it.
    I dont understand that one...i see pershs nearly every game....

  9. #9
    GSTurk1905
    Guest
    I dont understand that one...i see pershs nearly every game....
    yea ur right because they get calliopes and use the barrage to get easy cp points.

  10. General Discussions Senior Member  #10
    Senior Member roflmao's Avatar
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    Nice on the AWM.
    Various memory leak fixes. Hmm , my comp always lags to high heaven after running CoH/

  11. #11
    This is going to unbalance things greatly. One defeats the US employing AWM by denying the US access to munitions.

  12. #12
    Philman
    Guest
    nice

    By the way.....its not going to "unbalance things greatly" AWM already did that......

    Denying them munitions? Isn't that kind of the point of the game?

  13. #13
    GSTurk1905
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    good point philman, i mean if u get ur munitions cut off thats ur fault

  14. #14
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    It's not like Axis can do much without munitions either!

  15. #15
    Member Lunar100's Avatar
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    About freaking time, even when I played Allies I always felt like I was cheating when I used this ability
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  16. #16
    nichtganz
    Guest
    The calliope still needs to be removed from the Replacement tables, same with the pershing.

  17. Child's Play Donor  #17
    there were so many balance issues and none was fixed just awm.. poor relic...

  18. #18
    Sprinkles
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    Ive only found AWM to be very unfair, but the only other overpowers ive noticed when i loose is my enemy's skill "overpowering" mine. :P

  19. #19
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    The cost always was 250..... what´s that?

  20. #20
    Sprinkles
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    It was 150......

    Edit: what the hell nm im stupid.

  21. #21
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    NO, the cost of AWM is 250 right now. I am pretty sure.

  22. #22
    Black_Duck_1
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    It has been 250 since day 1.

  23. #23
    Member
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    Or am I living in a parallel universe?

    nebels are still pretty useless damn.

    Sometimes I feel the players know the game stats better than the developers.... makes me afraid a bit *g*

    At 25 seconds, AWM is still FAR from being useless.

    Wonder what the actual cost will be.

  24. #24
    GSTurk1905
    Guest
    mayb it was a typo and its actaully 350 munitions
    quoted from sprinkles

    i sure as hell hope so

  25. #25
    I could be totally wrong here, but I believe that Buggo said a while ago that this patch was mostly to address bugs or glitches over balance issues.

    Looks good so far

  26. #26
    doitonadonkey
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    They still need to fix the MP cap point on Montherme near the North base that does not cut off resources when capped by the other team.

  27. #27
    GSTurk1905
    Guest
    I could be totally wrong here, but I believe that Buggo said a while ago that this patch was mostly to address bugs or glitches over balance issues.
    well it has, and i guess while they were at it they decided to fix the most unbalanced thing in the entire game(AWM).

  28. #28
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    350 munitions is a bit high on the other side. That would be a REAL nerf.


    Actually this would require skillfull timing.... a real innovation for armor company players

  29. #29
    GSTurk1905
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    Well isent 250 the same? or was it 150 before?

  30. #30
    Member BlackLabel's Avatar
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    whoops this thread is filling my ignore list like nothing....userbars suck....

    Be happy its fixed. zzzz

  31. #31
    Pink81
    Guest
    OMG...tnx Relic.
    Now waiting for mortar and nebel fix

  32. #32
    nichtganz
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    Doesn't look fixed to me, just slightly changed, it's still gonna insta-return Pershings.

  33. #33
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    Well, either it gives u 25 seconds of unanswered shelling of the enemy or it gives u 1-3 new tanks, depending on enemys skill.

    Still able to win games, in my opinion.

  34. #34
    Member Carl's Avatar
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    Yeah, it might help balance it out, but it dosen't fix the basic IMBA which is:

    AWM is an ability that encourages you to mindlessly suicde your tanks with minimal tactics because it dosen't matter if you lose them.


    To balance AWM they need to stop it returning dead tanks, make it somthin else, (anything), not try and fix an ability that by it's very nature is broken.
    I don't know what i'm talking about, ignore me.

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  35. #35
    GSTurk1905
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    i agree carl, its not very realistic

  36. #36
    this means that you can now safely shoot at tanks with AWM on, you probably wont have time to kill them before AWM stops!

  37. #37
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    I think they have chosen the best solution if u can´t change game mechanics too much.

    AWM has to be activated if a tank is close to death, so u now have to watch those battles more closely as allied player.

    This is a good thing!

  38. #38
    GSTurk1905
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    i dont get why it says "increased to 250 munitions" wen it was always 250

  39. #39
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    man makes mistakes

  40. #40
    GSTurk1905
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    well wat was the mistake?? the price or the word "increased"??

  41. #41
    Member Carl's Avatar
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    It's not even the anti-realisem element that bothers me, it's the way it kills tactics in the game through it's use.

    In PFP I made it instantly produce units whilst active, treble fuel income for 180 seconds with a 300 second cooldown. It works great since all your units come out as fast as call-in's and your fuel income is so high that fuel isn't a limitation anymore for those 3 minutes. Even reserchaes are instantaneous.

  42. #42
    wraith546
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    Don't forget, when dealing with relic you can always look forward to a few unmentioned changes, I'm sure the more number-savvy members of the forum will let us know if the pattern is followed.

    Other than that nothing much about this excites me, I am having to much fun playing EiR. Good to see they are kind of listening to the community though.

  43. #43
    GSTurk1905
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    In PFP I made it instantly produce units whilst active, treble fuel income for 60 seconds with a 180 second cooldown. It works great since all your units come out as fast as call-in's and your fuel income is so high that fuel isn't a limitation anymore for those 3 minutes. Even reserchaes are instantaneous.
    sounds like sum sort of manpower blitz

  44. #44
    Member Carl's Avatar
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    sounds like sum sort of manpower blitz
    Loosely, the entire idea is that it lets you get replacment tanks out on the feild cheaply and quickly, but you still need to be careful because the limitations on MP and the fact that you aren't getting anything back for each tank help prevent you mindlessly using it, especially since the extra F only removes the F limitation if your careful in the use of your tanks. It's only about 180-240 extra fuel in total, so you can build several replacment tanks, but you can never match the raw numbers that the current AWM allows.

    p.s. i'm going to edit my previous post, it's actually a 3 minute duration with a 5 minute coldown (just checked my own README, it's easy to forget with the number of changes i've made).

  45. #45
    Wolfwood
    Guest
    Just checked it out in-game, price is still 250. But this is an alright fix, definitely stops spamming.

  46. #46
    BiteMeAgain
    Guest
    @ Carl, yes, I agree, AWM should be something else like instant reinforcement of 3 sherman tanks or 4 M10. At current it stands, AWM is still mindless suicide charge.

    Another reminder, M10's still die in 25 secs with suicide charges, unless Axis doesnt have any tanks left.

  47. #47
    Nice!

    Whats about the famous loading bug / asynchronous loading bars ?????
    This is the most annoying bug ever, and I do not see it in the list.... going to check it myself. Any information on that?

  48. #48
    Member BlackLabel's Avatar
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    asynchronous loading bars
    Whats wrong with them ?


    This is the most annoying bug ever You dident play BF2 right....

  49. #49
    350 munitions cost would have been an overkill. First time in a long time I hope to get matched against someone who uses Armor company.

  50. #50
    Member Carl's Avatar
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