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03-22-2008, 10:34 PM
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#16 (permalink)
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Join Date: Jul 2007
Location: Southern California
Posts: 173
Tournaments Joined: 0 Tournaments Won: 0
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Re: Map Rotation: Qinling and 16 player
Quote:
Originally Posted by d1sp0sabl3H3r0
Qinling is a beautiful map - just too big with too many toys to make it a fun map because you can't cap/hold flags. Boots on the ground win the fight, not having 24/32 players on a side in either a tank, apc, helo or jet. Qinling needs about 40-44 players per team to be a decently playable map. This has nothing to do with the hours of labor Rhino put into it nor the skill he has. It's just that this particular map doesn't work well right now. To fix it, either reduce the number of assets or increase the number of players, and we all know which one is "doable" and which one isn't.
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Yep, either have it dedicated armor, or have no tanks and aircraft. A map like that with tanks, attack helos, and jets at your disposal does not make a great combined arms map when the soul method of capping is infantry.
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03-24-2008, 01:11 AM
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#17 (permalink)
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Join Date: Jan 2008
Location: Bryan/College Station, TX
Age: 34
Posts: 367
Tournaments Joined: 0 Tournaments Won: 0
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Re: Map Rotation: Qinling and 16 player
I personally think that Qwai River 16 is a blast. I also firmly believe that a 16 player map is needed to start the server. If you are in my situation you know extremely well how bad it is sitting on the server at 3am in the morning by yourself or with maybe 3 or 4 other players. I absolutely attempt to do my part in populating the server at odd times due to my schedule. So while the server may be pegged out most of the day, during my prime time (2am to 6am) it's a crapshoot. A few times now, the admins have logged in and chatted it up with me on the server when less than 6 players are on.
BTW my dislike of Quiling is well known to those in the community that have heard my rants. If the map disappeared and was never seen again, in it's current forms, I would throw a party. Even when I'm on a good team with good tactics and we are kicking the ever leaving snot out of the other team I still dislike the map and count the minutes till it's over. Zatar Wetlands I actually don't mind. It really depends on the teams. Have a crappy team and the map will blow chunks without any hope of fun. Have a good team and it's a lot of fun.
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"When fascism comes to America it will be wrapped in the flag and carrying a cross." - Sinclair Lewis
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03-24-2008, 02:04 AM
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#18 (permalink)
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Join Date: Nov 2004
Location: Covington, VA USA
Age: 35
Posts: 1,236
Tournaments Joined: 0 Tournaments Won: 0
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Re: Map Rotation: Qinling and 16 player
I honestly like Qinling, but then I love Kashan and Fools Road also. We ran Qinling when we did the scrim with Opreal and it was a blast. Qinling is a map that requires heavy coordination at the start. You can't have everyone running vehicles simply because they are there. It's good to dedicate certain squads to certain assets and leave the extras in place in reserve. If everyone jumps in a vehicle and there is no one with boot on the ground to cap flags then the CO needs to order some grunts to get to it and get the job done. If the squad doesn't follow orders, they need to be kicked. If there is no CO, you have no one to blame but yourself.
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03-24-2008, 06:20 AM
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#19 (permalink)
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Join Date: Jun 2007
Posts: 30
Tournaments Joined: 0 Tournaments Won: 0
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Re: Map Rotation: Qinling and 16 player
Quote:
Originally Posted by kilroy0097
BTW my dislike of Quiling is well known to those in the community that have heard my rants. If the map disappeared and was never seen again, in it's current forms, I would throw a party
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Add to that list Zatar Wetlands, Road to Kyongan'Ni, and Daqing Oilfields.
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