I still stand by the layer setup of new and old...Then watch and see which layer servers play more often...
Is there any particular reason old qwai couldn`t be kept for 64 layer and a 32 layer made for the new layout? That makes most sense to me.
Heres the problem with that... 90-95% of servers will always put the AAS64 or Insurgency64 layer on rotation. Most servers, even with info pasted everywhere, have no idea there is other layers avaliable to play on.
Originally we were going to have Al Basrah as AAS and Insurgency, and see what the players would like more. But we quickly realized servers would NEVER play insurgency because admins are VERY conservative and skeptical of any changes whatsoever, so they always play it safe by putting the most popular maps/layers on a server. Theres only a couple servers that occasionally run different layers, and that is definitely an exception rather than a rule.
Bottom line: making a Qwai River AAS32 with a new layout will have zero impact publically, as it will be only extremely rarely put into rotation on some special nights, and that would mean the problems of the current Qwai River will persist.
If the new layout plays as badly as all the whiners say it will, then obviously the change will be reverted. However we just finished a test of Qwai River's new AAS-64 on a full 64 server, and for the most part it was excellent. The assets does not make the map. And its still very much about mobility vs armor.
There will be maps LARGER and MORE detailed than Qwai River that will have those large assets that so many players have a hardon for. What we want to stray away from is putting these assets on maps with tiny view distance and very short travel distances.... it dumbs down the gameplay and the player base behavior.
For all those talking about how the map is doomed and "You ruined the mod!" before even giving it a try... sorry that you feel this way, and think these are such terrible decisions, but I think its wise to reserve judgment until actually experiencing the changes. This kind of bickering and wild speculation is why most cringe to read these forums....
however any IGLA set up on the mountains around West Beach/Dam/Bridge would mean that the helicopters couldn't leave the carrier without getting locked on.
Unfortunately this is the case. We even raised the view distance 50 meters a while back and it made the carrier super vulnerable, not just to AA but to APC fire too

I think Jabal is an amazing map design and if it was rebuilt as a 4km map would play out superbly! minimum statics, lots of terrain, could have view distance like operation archer. We will see what future brings anyways
1. Asset whore central. When there is only 1 Infantry squad...there is something wrong. I will bet if you go to a Qinling server right now you will see the following Squads:
Sq 1. Sniper/CAS
Sq 2. Jets
Sq 3. Attack Chopper
Sq 4. AA
Sq 5. Armor
Sq 6. Trans Helo
Sq 7. LogiTruck
Sq 8. Sniper
Sq 9. Infantry
2. The map lags alot of players out.
3. Takes WAY too long to play.
Agreed I think Qinling 64 has too many assets combined with some performance issues with lower end users. I think Qinling 64 is prime example why mixed CAS units should not be used on the same layer (Jets AND Attack Helicopters). For every CAS unit, you can expect 2-3 tards come rushing in
Although Qinling 64 on well admined can sometimes be very fun, I very much enjoy Qinling 16 as well.
For those that dont enjoy the random AAS, what exactly you dont like about it? I always hear "its unfair" "unbalanced" but I dont usually see this in game as it plays out quite differently each time and just because there is a certain CP layout doesnt really matter much, its all about how that team coordinates. WHen a team just rushes out the main base with no plan, no cohesion, thinking they can go to all their usual spots and win the map, thats when they get horribly slaughtered vs a well organised team, and thats where I think alot of complaints come about random AAS. 2 organised teams in random AAS creates something Im really fond of: fighting that DOES NOT revolve around the same tiring locations again and again and again - the ability to do ambushes in good places, and the often occurence of firefights that dont involve a flag but rather strategic positioning. Maybe we play PR for different reasons, but I dont play PR to "cap flags" and "rack up points", I play to have awesome and intense firefights and to manuver through these firefights using as much real world tactics as possible - whether its a win or lose for our team is not such a big concern as whether it was a good experience while it was happening.