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Old 10-05-2009, 10:48 AM   #11
arjan

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Default Re: Qwai needs /halp/

you sir.
need to relax

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Old 10-05-2009, 10:50 AM   #12
Tirak

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Default Re: Qwai needs /halp/

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


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Old 10-05-2009, 10:57 AM   #13
arjan

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Default Re: Qwai needs /halp/

actualy.... yeah i know
but it would be intresting to see.

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Old 10-05-2009, 11:10 AM   #14
=ice= siggi

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Default Re: Qwai needs /halp/

this is similar to what it was in 8.5 or 8.6 but isint it fine now


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Old 10-05-2009, 03:27 PM   #15
Celestial1
Default Re: Qwai needs /halp/

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.

Quote:
Originally Posted by Tirak View Post
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
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.
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Old 10-05-2009, 03:36 PM   #16
HellDuke

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Default Re: Qwai needs /halp/

Quote:
Originally Posted by Celestial1 View Post
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.
Now I would agree to that. You can give the PLA armor as long as you give something to the other side to take them down with.

If you insist on that assymetry then how about this:

US:
1-2x Stryker
3x MG Humvee
2x TOW Humvee

PLA
2x Tank
3x MG APC
1x Cannon APC (the one that can take down a stryker, forgot the name)

Or at the very least increase the HAT kit count for the US inf and take it away from PLA (Only 1-2x LATs for inf to fight the Stryker).

“Respond intelligently even to unintelligent treatment.” - Lao Tzu

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!!!
Yes I know the map is old, but that doesn't really matter now does it?
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Old 10-05-2009, 04:37 PM   #17
E4$Y

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Default Re: Qwai needs /halp/

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.


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Old 10-05-2009, 04:46 PM   #18
Silly_Savage
Deputy Lead Tester (US)

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Default Re: Qwai needs /halp/

1. Up the view distance.

2. Add in the static overgrowth fields.

3. Reinstate previous asset layout.

4. ???

5. Perfection.


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Old 10-05-2009, 04:54 PM   #19
[R-DEV]fuzzhead
PR Developer
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Default Re: Qwai needs /halp/

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


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Old 10-05-2009, 05:15 PM   #20
rampo

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Default Re: Qwai needs /halp/

Quote:
Originally Posted by Silly_Savage View Post
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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