Qwai River - GPO edit suggestions for v0.9

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Qwai River - GPO edit suggestions for v0.9

Post by Expendable Grunt »

So Rudd and I were playing Qwai earlier on TG. It didn't go so well. Subsequently, I am saying what others are probably thinking here tonight.

Qwai's vehicle layout isn't as good as it could be anymore.

Yes, I like the new MG APC the PLA gets. It's pretty neat, and though I don't use it, I'm sure plenty people like it. There's a thread for that, however, so that's not the point here.

What I'm saying is, the old asymetrical layout was superior than the pseudo version we have now. I, and many others, miss the tank v not tank balance. Right now, the US team has a few glass cannons to back up their wall of mud, and the PLA just don't "feel" menacing anymore.

For the PLA:
3x MG APC's
2x Autocannon IFV's
2x Tanks
2x little jeep thingies
Same amount of supply trucks as now

For the US:
3x Strykers
2x Bradleys
Same amount of supply trucks and MG humvees as now.

The Bradley is tougher and provides transport and Anti-Infantry support. TOW humvee is cool and all, but I can't help but feel the US Army would simply deploy the more versatile M2 instead.

There are several other ways to do similar things; for example, you could just give the PLA 3-4 tanks and few or no APC/IFV support, or whatnot. I'm sure we all have at least an opinion on how this map could go down.

Anyways, in conclusion, I still feel the map has lost its edge in recent releases, which is sad because it has been amongst my favorite maps since it came into the game.

M.
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Technoelite
Posts: 632
Joined: 2007-06-19 16:37

Re: Qwai needs /halp/

Post by Technoelite »

well siad the map has lost its edge i hate playing it now it used to be the best map in pr, and to be honest alot of other maps have lost there way too, i look at it some times even though if u look at single player pr (i know they have bots etc blah blah blah) they layouts for verichels are better.

Qwai was brill last version due to for once the americans being the underdogs, taking on the tank with a tow humvee, i need to go to a lecture so i cant say much more on the topic lol
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Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: Qwai needs /halp/

Post by Jedimushroom »

The Chinese have six APCs vs the US with one TOW hummvee on a ridiculously long spawn time. I can understand why the choppers were removed but the tanks? Honestly? When it really comes down to it I don't care about the sound bugs, this map needs 50CCs of asymmetry stat!

In fact I said something similar in the thread I made about the general loss of asymmetry just after the .86 patch release, which mysteriously disappeared without a trace.

Whilst I'm not so sure about the bradleys (I'd go for two TOW hummers on 10min spawn) I like the idea in general.
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Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: Qwai needs /halp/

Post by Zimmer »

HellDuke wrote:When the PLA get their APC with the cannon and US get the Stryker... That's absolute ****... If that's the case exchange the Stryker with the LAV-25... Right now you get into a stryker and the most often thing you hear or say as a driver: "Woops another vechicle, time to get lost..."

Now you suggest adding tanks on top of that? What's gonna happen then? Connect: "Oh **** it's Qwai and I'm ammerican... Ok time to go..." Half server disconnects because they KNOW they are gonna lose. The way it's now is great in my opinion... The stryker is usseless unless it's just infantry and the TOW can be used against PLA APC
Tried pr pre 0.85 The vehicle outline for qwai was perfect except choppers who isnt needed. Usually you assigned a squad or two to trap the tanks so you got it with the tow hummer, and it worked good.

When i tried qwai without tanks on pla side the map was more or less one in the bunch of other maps. Before it was one of those map you played the most.
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Sir.Grossi
Posts: 225
Joined: 2008-04-11 18:13

Re: Qwai needs /halp/

Post by Sir.Grossi »

I have to agree, Qwai has lost it's 'edge' but I am not so sure it's due
entirely to the vehicle load out. It certainly used to feature a lot on our rotation,
but it tends to kill it now!

I am not sure why things have changed, recently I have noticed less teamwork on
pub servers in general. And Qwai needs co-ordinated teamwork IMO.
(We have had a couple of great Scrims on it recently.)


Off Topic slightly, Would bringing back the CO as an essential part of the gameplay
improve the teamwork aspect?
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Qwai needs /halp/

Post by Tim270 »

Qwai used to be a well executed example of fast vs slow/heavy, and it really was much better before...
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Qwai needs /halp/

Post by snooggums »

The problem isn't the vehicles themselves although they play into it.

It's the non-repairable bridges and single landbridge and the US having no amphibious vehicles vs the Chinese 6pack of APCs that die when you look at them funny. The map plays well or badly depending on the flag layout.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Qwai needs /halp/

Post by arjan »

I just feel like drawing up a list of what i could thing could be nice.

PLA;

2x Tank
4x APC MG
2x Logistic trucks
2x Transport trucks

USA;

2x hummvee TOW
4x Hummvee 50.cal
2x Logistics trucks
2x Transport trucks

Really assymetrical and just like the older version of qwai focusing alot on speed for the USA and some large power for the PLA.
wouldnt be to unbalanced to, becouse 2 TOW humvees can take on 2 tanks if crewed properly, and while the PLA has big power, with some tactics the US can take on the PLA with their fast and mobile humvees vs the heavy transport trucks and armor.

And lets say, have the vehicles of the USA on a lower respawn compared to the PLA?
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Qwai needs /halp/

Post by Tirak »

No. No. No. No. No. No. No. (Oh mama mia mama mia mama mia let me go)

What is the point of having the worlds best mechanized infantry and arguable the best tank corps if it NEVER GETS USED IN PR! Why does everyone insist that the US should have inferior yet faster vehicle loadouts on maps. Yes COMMIES HAVE ARMOR, so does everyone else. If you wanna give China back the tanks fine, but don't go so far as to take away every vehicle the US has that is not made of tin foil!
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Qwai needs /halp/

Post by arjan »

you sir.
need to relax
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Qwai needs /halp/

Post by Tirak »

I am relaxed :P I do this every time a Qwai Asset Change or EJOD Asset change suggestion comes up. You should know this by now :D
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Qwai needs /halp/

Post by arjan »

actualy.... yeah i know :o ops:
but it would be intresting to see.
=ice= siggi
Posts: 91
Joined: 2009-06-25 21:22

Re: Qwai needs /halp/

Post by =ice= siggi »

this is similar to what it was in 8.5 or 8.6 but isint it fine now
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Qwai needs /halp/

Post by Celestial1 »

Qwai has definitely lost it's edge.

I would love to see

US:
1-2x Bradley
+4x Humvee
Logistic trucks

PLA:
2x Tank
2-4x MG APC
Logistic trucks

Or, you know, something akin to this. Because I'm lazy when it comes to numbers.
Tirak wrote:I am relaxed :P I do this every time a Qwai Asset Change or EJOD Asset change suggestion comes up. You should know this by now :D
I think Qwai works well this way, though.

I think EJOD is a bit annoying in comparison... The tanks on EJOD have free reign outside of the city, basically, which makes fighting back without the TOW nigh-impossible, whereas the tanks on Qwai don't have large expanses of flat ground to mow down everything in; the hilly areas contain them, allowing TOWs to sneak up.


EJOD, however, only has hills to the E and W of the city, meaning that N and S of this point the tank has an immense advantage, and the TOW doesn't have enough of a chance to really deal with them. US tends to get mowed down on EJOD if they are outside of the city.


You know, it wouldn't be so bad if the US's objective was simply the city, meaning that going outside of the city would be a 'bonus' rather than a 'requirement'. If the objective is the city itself, the US would simply occupy the city and just stay there, letting the tanks slowly filter through and taking them out when they do.

Flags make people want to run to the orange marker. If the actual objectives caused the proper bleeds for the teams objectives (US is going for the city and doesn't need to capture the North point, whereas the MEC is trying to push the US out entirely and therefore would go for the gas station/US main) would make more sense, IMO.
E4$Y
Posts: 136
Joined: 2008-08-08 07:38

Re: Qwai needs /halp/

Post by E4$Y »

I also think that Qwai was more fun in previous versions. The vehicle layout should be returned to what it was in 0.75 days IMO.
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: Qwai needs /halp/

Post by Silly_Savage »

1. Up the view distance.

2. Add in the static overgrowth fields.

3. Reinstate previous asset layout.

4. ???

5. Perfection.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
fuzzhead
Retired PR Developer
Posts: 7463
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Re: Qwai needs /halp/

Post by fuzzhead »

We will probably be changing the vehicle layout again on Qwai River, since its overhaul it will now have an increased view distance, better fields and some better protection against mainbase rape.

The final layout has not been decided yet.

Im prety against tanks, as the map IS still small and view distance isnt ideal, but I guess we can make a layer with the tanks on it to see how it goes.

I dont think the littlebirds will be returning though.


Obviously I'm biased but I find the current layout really enjoyable... Qwai is great for infantry, and when you got alot of boots on the ground instead of waiting around for assets / going off on their own, you get a great potential for multiple squad vs multiple squad, which is great fun and doesnt happen too often on other maps.

The current WZ551 vs Stryker... ya alot of times can suck, but thats only if your TOW humvee is driving around by itself instead of protecting the APCs...

Anyways, keep suggestions here and we will keep them in mind when doing the layers for v0.9.


There will be an AAS 16,32,64 layer and CNC 16, 64
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Qwai needs /halp/

Post by rampo »

Silly_Savage wrote:1. Up the view distance.

2. Add in the static overgrowth fields.

3. Reinstate previous asset layout.

4. ???

5. Perfection.

I would like the adding of the new overgrovth system and more view distance but i dont want the choppers back
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