project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > Project Reality Mod Archives > PR Feedback Archives > PR v0.7 Feedback Forum
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read

Contact Support Team Frequently Asked Questions Register today!

View Poll Results: Your opinion.
I think the map is fine. 73 41.48%
I think its trash. 43 24.43%
I agree with IronComatose. 51 28.98%
I think something else(POST IT!!). 9 5.11%
Voters: 176. You may not vote on this poll

 
 
LinkBack Thread Tools Display Modes
Old 05-10-2008, 04:49 AM   #91
kilroy0097
Supporting Member

kilroy0097's Avatar
Default Re: Qinling needs MAJOR revamp.

http://www.realitymod.com/forum/f18-...tml#post579484

That post has everything I need to say about Quiling and what I believe could be done to the map to make it a much better map. But as is said in this thread the goal of this map is not to use most of the map and only use a portion of the map. Which to me is a waste of geography but that's just my opinion. By getting rid of the map that is not used you could cut down on objects used and hence speed up the map as it already generates too much lag for what you use in it.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

.

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

.
"When fascism comes to America it will be wrapped in the flag and carrying a cross." - Sinclair Lewis
kilroy0097 is offline
Old 05-31-2008, 07:03 PM   #92
Emnyron
Supporting Member
Default Re: Qinling needs MAJOR revamp.

Quingling is broken..
If two equal teams fight on it, the GB side will win almost all of the time..
Reasons:
1. Eurofighter, Its like the PR ver of the vBf2 J10, Fast, Nimble, and impossible to kill with the other jet..
2. Ch2, Its armor is just, MEH.. Not to mention its, eh, ablility to drive across that river at any given point, and not to mention its ability to climb 90% of all the hills on the map, at full speed..
3. Terrain, The GB`s have the high ground from the start.. Makes it a living nightmare trying to assult any point..


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


We kindly request that you die a pencil lodged in your eye socket.

-[R-DEV]Gaz

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Emnyron is offline
Old 05-31-2008, 10:58 PM   #93
Waaah_Wah
Banned
Default Re: Qinling needs MAJOR revamp.

Its not THAT unbalanced. Although its annoying having to shoot the challenger 4 times...
Waaah_Wah is offline
Old 06-01-2008, 01:33 AM   #94
-=TB=-Schrotti
PR Server License Administrator
Default Re: Qinling needs MAJOR revamp.

Quote:
Originally Posted by mammikoura View Post
This is an awesome map for vehicles... and well.. not so awesome for infantry. I rarely play it since I prefer to play as infantry but we need both kinds of maps in pr. I don't think this map needs a major revamp, maybe a few more transports (another transport heli is a great idea) and it should be good.
I have done a test whit 2 transport helis (max 2 in the air by 3min spawn). Is not better, nice game play will not come up.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
-=TB=-Schrotti is offline
Old 06-01-2008, 06:16 AM   #95
Alex6714

Alex6714's Avatar
Default Re: Qinling needs MAJOR revamp.

Quote:
Originally Posted by Waaah_Wah View Post
Its not THAT unbalanced. Although its annoying having to shoot the challenger 4 times...
When you have to very good teams using good tactics its very apparent.

"And in the PR world ALL nations signed the treaty, now there "
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


oh, they're fire and forget all right...they're fired then they forget where the target is
Alex6714 is offline
Old 06-01-2008, 06:41 AM   #96
00SoldierofFortune00

00SoldierofFortune00's Avatar
Default Re: Qinling needs MAJOR revamp.

Quote:
Originally Posted by Wolfe View Post
The map has fun toys, there's no question about that, but it suffers from three major problems:

1)+vehicles = -infantry
Because there are so many vehicles and because the map layout itself is not infantry friendly (more on this in a moment), most players refuse to play infantry and it's difficult to find more than 1 infantry squad per side. Like it or not, and regardless of how many vehicles exist, it takes infantry to capture and secure a flag, not vehicles. Sure, you can cap flags with vehicles but all it takes is one engineer to disrupt it. As a result, vehicles tend to stay away from flags as they wait for the infantry squad to move in... except infantry is a rare commodity.

Now, Kashan also has many vehicles and (for the most part) is not infantry friendly BUT the central 2 bunker areas prevent heavy vehicles from entering, thereby allowing infantry to fight each other without worrying about an easy slaughter. As a result, more people play infantry on Kashan because at least part of the map allows for it, which in turn helps to cap other flags because infantry squads are present. Most of the time. On Quiling, this is not the case and very few people choose to play infantry.

2) The "flag bowl" effect
This refers to flags that are either sunken into the terrain or where flags are immediately surrounded by tall hills, essentially creating a flag that sits in a "bowl". Quiling has both; a sunken flag (mine) and surrounding hills (all other flags). What's wrong with this? Basically it's certain death for infantry who are nearly defenseless against snipers or vehicles laying in wait. It's like sitting on the 50 yard line of a football stadium and trying to hide from the enemy sitting up hight in the seats. Defensively, it's nearly impossible to hold a flag with terrain like that.

3) The "sea-saw" effect
Because of the above two issues, flags are too difficult to defend and too easily re-captured. As a result, a "sea-saw" effect begins, where one side captures flag 1 but loses flag 2. After 10-15 minutes they recapture flag 2 then lose flag 1. Back and forth it goes. Hardly fun.

---

Too many vehicles
+
anti-infantry terrain
=
near 0 infantry squads
=
poor flag defense
=
merry-go-round flag captures
=
frustrated players who disconnect when Quiling comes up in the map list.
This pretty much summed it up.

Everytime I play this map, there is always someone either camping on the hill looking towards Village from the East of the river, on the hills above Village spamming our bunker or troops, or around cole mine and doing nothing but spamming to get some kills.

The Chinese are at a slight, maybe even huge disadvantage on this map too. The GB don't have to worry about their Farm Outpost being taken because it is so far away from the other two flags and there is little cover except for the barn compared to the PLA Outpost which is enclosed and has plenty of hiding spots.

Many of the people who like this mod play it for infantry battles plan and simple. On this map, you don't have to have infantry to do anything. I had 3 men on village once and then 2 tanks and 1 guy roll up, kill 1 of my men, and then the flag drops quicker then a cheap Vietnamese hooker's skirt. So the infantry on this map are left out because they are not really essential although they can be if used correctly, but if you don't like tanking/apcing, you won't like this map pretty much.

I don't think more flags is the solution, just flag caps in a row so we don't have to go back and forth between the same flags for an hour or lose it as soon as we move out. THe map is big enough to prevent any abuse of a single flag cap system too.

"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
00SoldierofFortune00 is offline
Old 06-12-2008, 10:38 PM   #97
turnpipe
Supporting Member

turnpipe's Avatar
Default Re: Qinling needs MAJOR revamp.

This is really a tank map on difficult terrain.
I think infantry really has quite a lot of other maps to dominate in.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
turnpipe is offline
Last edited by turnpipe; 06-13-2008 at 06:02 PM..
Old 06-30-2008, 06:00 PM   #98
Ray0
Default Re: Qinling needs MAJOR revamp.

i think there should be an island bunker in the middle of the lake
- more people using boats
- no armour able to use in the flag attack
- makes infantry feel more useful

the base could be 2 bunker statics next to each other rotated so that they are 180 degrees different so theres a big space inside for CQ combat

and extra transport heli's too
Ray0 is offline
Old 06-30-2008, 06:33 PM   #99
SuperTimo

SuperTimo's Avatar
Send a message via MSN to SuperTimo
Default Re: Qinling needs MAJOR revamp.

this thread is just all the infantry hoares complaing because they don't seem to figure out that vehicles are stronger than them.

also the J-10 isnt that bad, i can land it okayish and you can take off on taxiway and if your skillfull you can take down typhoons with it, go in pairs.

this map is actually probably one of the most realistic in PR at the moment, however people don't seem to like/realise that


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
SuperTimo is offline
Old 06-30-2008, 08:43 PM   #100
Waaah_Wah
Banned
Default Re: Qinling needs MAJOR revamp.

^^J10 is being fixed for 0.8 AFAIK, and if they fix the Chinese tank (its utter crap when it comes to climbing hills) the map will be EPIC. Its great as it is, but it will really be great if those things get fixed
Waaah_Wah is offline
 


Tags
major, qinling, revamp
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 04:39 AM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.6.0
All Content Copyright ©2004 - 2012, Project Reality.