Qwai Feedback/Suggestion

FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Qwai Feedback/Suggestion

Post by FuzzySquirrel »

Feedback

After playing Qwai a few times in the new patch, I've realized a few positive, and a few negative things ranging from AASv3 to the GPO setup.

On the upside of things, the map looks really nice, and usually plays similarly. However it has a few draw backs, one of the major things is it seems to be a bit of a server killer. The last two times I've been on TG it has killed off the population from 31v31 to 20v20 then inevitably down to 0v0. I don't really know if it's the asset setup or the fact that AASv3 generally leaves you fighting over some random hill or rice patty, but being as this was one of my favor PR maps, I would like to offer some suggestions on what I (and I'm sure some others) would enjoy on this map.

So what I would personally like to see is a few more layout options for server admins.

The main layout I would like is a flag setup like it was back in Pre AASv3 days. For those that may not have been here or maybe don't remember it was similar to this.

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Now I'm sure someone will say that this is too many flags or that AASv3 is awesome. Well for you it might be, but from my observations it isn't too many flags and AASv3 is not awesome, at least on this map anyway.

Why the old flag layout you say? Well, It balances things much better. Instead of 2-4 flags it spreads the fighting to all over the map with each area posing a different tactical challenge.

Next for this Layer or version is the asset concern.

What I would ideally like to see is something similar to the (again) old asset layout, now being as its US Army now and not USMC it would need some changes.

What I propose is.

USA
2x Logi Truck
2x Tow Humvee
1x Bradley
2-3x Stryker .50
2x MH-6 Littlebirds (alt 1x UH60 1x MH6)
2x .50 Humvees
2x Transport Trucks (do those even exist anymore?)

China
2x Logi Truck
2-3x 30MM APC
1-2x Tank
2x .50 APC
1x Scout Chopper
2x UAZ (Jeeps)
2x Transport Trucks

Now, these are of course subject to change slightly, the main thing I'm looking for is the return of Tows and Littlebirds as those fit the map quite well. If you disagree with the Littlebirds, well that's your prerogative, but I have seen them used with great effectiveness. As demonstrated in this video (granted it's from .5, but you still get the point)

[WEGAME]BF2_PR_Effective_use_of_air_transport/[/WEGAME]

Now this either a suggestion to replace the current STD and make the current a ALT or an addition.

That pretty much concludes what I had to suggest/critique.
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Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Qwai Feedback/Suggestion

Post by Stealthgato »

You're not getting Little Birds because they're only used by special forces. Also those assets would make it pretty unbalanced for China. Do want TOW HMMWVs to get back in PR, though.
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Qwai Feedback/Suggestion

Post by Conman51 »

I really miss the old Qwai. It used to be a really good map. Now it just seems to kill server populations.

The map was balanced back in like .75 with the TOW vs Tanks. SO i think its fine, maybe leave the choppers out of it. But it could definitely use more assets again.
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Qwai Feedback/Suggestion

Post by 40mmrain »

Give the strykers GAU-19s, and that balances everything nicely. Alternatively TOW humvees, hellfire kiowas, or swapping a stryker for an abrams or bradley is are fine ideas.

I do not support removing the map, it is a fine map, just the assets are slightly off.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Qwai Feedback/Suggestion

Post by Psyko »

psyko says... keep the tank, add a TOW HMMWV add transport choppers.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Qwai Feedback/Suggestion

Post by Kain888 »

Conman51 wrote:I really miss the old Qwai. It used to be a really good map. Now it just seems to kill server populations.

The map was balanced back in like .75 with the TOW vs Tanks. SO i think its fine, maybe leave the choppers out of it. But it could definitely use more assets again.
This. Choppers are no go IMO, it's too small map anyway.

I would love to see TOW Humvee back on it and moving US base either back to previous place or to some corner. Now it's really in quite stupid place - often supports camping, stupid tactics and not good gameplay because exit can be seen from north bridge. Eventually one more exit from main would be fine, like PLA has.

It's shame this map turned into such bad map, was so fun to play back in the days. :(
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Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: Qwai Feedback/Suggestion

Post by Tarranauha200 »

In the Qwai before this one(one with kiowas) helicopter were pretty useless. They would just kill each other and get shot down. So if helicopters are brought back I would like to see more use for them. Transport helicopters would be nice addition to the map.
FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: Qwai Feedback/Suggestion

Post by FuzzySquirrel »

I disagree with the map being too small for helicopters, it's 2km which is what several other maps with helicopters are as well. Littlebirds we're very useful on this map because they we're manuveable enough to stay low in the trees to avoid getting raped 24/7. I really wouldn't mind if the AH-6 and Chinese Scout chopper we're left out, but I feel the helicopters add another dynamic element to the map. Also to be quite honest, I feel the Std Layer should have the pre .8 asset style then the Alt and Inf layouts can be adjusted to others needs.

I also agree with Kain on moving the US back to Pig farm, it was just a better base imo. While it did lend it's self to being base raped from the East hill the current base is also poor because you can shoot right up the road.

If you're skeptical about the usefulness of helicopters then please watch the video from the first post, if that fine display of teamwork is not enough to bend you then I have no other means of convincing you.
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FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: Qwai Feedback/Suggestion

Post by FuzzySquirrel »

Dislike bumping, however feedback on the feedback would be nice.
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Xander[nl]
Posts: 2056
Joined: 2007-05-24 13:27

Re: Qwai Feedback/Suggestion

Post by Xander[nl] »

One thing the map could use is another crossing for vehicles in the southern part.
Perhaps a dam of some sort (like the ones on vBF2's FuShe Pass).
Logistics are simply too easily denied by simply blowing the bridges and defending the north which usually ruins the gameplay.

Maybe a second exit (towards the north) from the US main as well so vehicles can avoid the road of death leading out of it.


And obviously the vehicle layout could use some tweaking.
I'd personally love to have an UH-60 included for the USA again.
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chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Qwai Feedback/Suggestion

Post by chrisweb89 »

Go offroading north of the US main, you can either fall straight down the cliff, or go onto the side of the slop(the far east edge), and drive north to mining. Also if you drive full speed south out of the main towards processing you can't really be killed unless they are right outside your main which is lame.
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Qwai Feedback/Suggestion

Post by Conman51 »

This map is just wrong now. SO wrong with all these tanks and heavy assets on it now.

i played a round where the Chinese had all their assets killed by either the Abrams or the TOW Humvee sitting on the bridge.

You shouldn't be able to shoot at stuff leaving a base just from sitting in the middle of the map.


Just please keep this map to light assets/ light apcs, and maybe 1 or two transport choppers. Just keep it infantry focused.

This map was great back in .75....i just want that back.
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: Qwai Feedback/Suggestion

Post by M_Striker »

Conman51 wrote:This map is just wrong now. SO wrong with all these tanks and heavy assets on it now.

i played a round where the Chinese had all their assets killed by either the Abrams or the TOW Humvee sitting on the bridge.

You shouldn't be able to shoot at stuff leaving a base just from sitting in the middle of the map.


Just please keep this map to light assets/ light apcs, and maybe 1 or two transport choppers. Just keep it infantry focused.

This map was great back in .75....i just want that back.
I completely agree with this. The Chinese are at a major disadvantage due to the fact that if the US have a foothold on the bridge (in the middle of the map mind you!), they can easily destroy assets leaving the Chinese base. The Chinese have no such capability.

On top of that, I feel the map is just way too small to be fielding tanks on. An infantry focus is definitely where this map needs to head towards.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: Qwai Feedback/Suggestion

Post by AFsoccer »

Just a quick history lesson...
When this map was first released, it had tanks and TOW humvees on it. Then we pulled them off and just now put them back on. The only thing that has really changed is the location of the main bases.
Predator.v2
Posts: 379
Joined: 2010-01-26 13:49

Re: Qwai Feedback/Suggestion

Post by Predator.v2 »

I think i preferred the "pulled them off" version. It is already hard enough to get a foothold on the other side of the river.
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FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: Qwai Feedback/Suggestion

Post by FuzzySquirrel »

[R-DEV]AFsoccer wrote:Just a quick history lesson...
When this map was first released, it had tanks and TOW humvees on it. Then we pulled them off and just now put them back on. The only thing that has really changed is the location of the main bases.
Yeah, but the version conman wants (and I) back is .75, iirc the assets on that were as follows;

US
2x Tow Humvee
2-4(?) LAV-25
2x Trans LB
1x M134 LB
Couple M35s
Couple .50 Humvees
1x Boat with Rally at Processing

Chinese
1x Tank
2-4 APC's
Chinese LB
FAVs
Boat West of Mining Facility with Rally spawn

That had awesome asymmetrical warfare due to the US having to be cautious with the Tows

Also the map doesn't have enough flags anymore, 4 flags including mains just doesn't feel right, I (Again) preferred the 8 flags in .75
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Felix
Posts: 115
Joined: 2011-08-30 20:31

Re: Qwai Feedback/Suggestion

Post by Felix »

IMO it is balanced at its current state, US gets 1x M1A1 and 1x TOW HMMWV that can kill armor. China gets 1x tank (that can load ATGMs), 1x 30mm APC (that can also load ATGMs) and 1x 25mm APCs that can kill armor.
US can shoot vehicles coming on the road out of China main if they camp the southern bridge however Chinese vehicles can exit their main to the south if they want.
China can shoot vehicles coming on the road out of US main if they camp the northern bridge however US vehicles can exit their main to the north if they want.
If you don't like assets you can always play the infantry layer...
Twig life
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Post by L4gi »

TOW hmmwv op
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: Qwai Feedback/Suggestion

Post by Unhealed »

The grass is too high, you can't see shit if you are prone but your enemy can clearly see you becouse it doesn't renders for him. This is the only reason why I avoid this map.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Qwai Feedback/Suggestion

Post by 40mmrain »

Unhealed wrote:The grass is too high, you can't see shit if you are prone but your enemy can clearly see you becouse it doesn't renders for him. This is the only reason why I avoid this map.
never once have I experienced this issue on any of PR's tall grass maps. Post a screenshot where the render distance of grass exceeds the view distance please.
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