Vadso City

Chefmoto1
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Joined: 2006-09-16 04:17

Vadso City

Post by Chefmoto1 »

Why does only Russia have CAS? And a Superhind at that? The Brits have almost nothing to counter it aside from MANPADs and deployable AA.

Like at least give the British some AA vehicles or maybe an Apache again? It used to be a really fun map. Now it's a slaughter.
sweedensniiperr
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Re: Vadso City

Post by sweedensniiperr »

I know it was changed so long ago but since this map is not played that often(could be THE reason), Vadso has too many bushes.

I also realise why, but IMO the one who changed went overboard with. It's just not fun fighting anywhere else than the city and some other places since its just a bushfight, and there's plenty of maps in PR for that.

I'm not saying to revert it, but in some areas it could be made more open, just so it's more dynamic.
Last edited by sweedensniiperr on 2015-12-15 10:03, edited 2 times in total.
Reason: why do i keep forgetting words..
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Murphy
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Re: Vadso City

Post by Murphy »

The bushes were a fantastic addition, but I agree with Alex on this one and I have felt the same way since I first got my hands on the redone version. The bushes really give the infantry a chance to fight back against the assets, but the concept has been applied to heavily.
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fecht_niko
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Re: Vadso City

Post by fecht_niko »

Just delete the most southern layout in order to prevent full scale bush fight.

And pls fix the CAS problem: either give GB a Stormer or change it to the "weak" hind
sweedensniiperr
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Re: Vadso City

Post by sweedensniiperr »

But I want to fight on the southern side
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Mineral
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Re: Vadso City

Post by Mineral »

Southern flag layout will definitely stay. But I will look into the complaints about the CAS for sure :p Cause there were a lot of complaints :p I knew upfront the OP hind was gonna be powerful, but probably a bit too much.
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viirusiiseli
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Re: Vadso City

Post by viirusiiseli »

Meh, hind dies the same as any other heli from handheld or static AA. No problem with it, although Ill say the carrier is too far away and the lack of a larger DOD in the water allows brits to AA boat camp the carrier.

Old layout with havok+apache was better imo. Bushes could toned down and add a compound or two instead.
FFG
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Re: Vadso City

Post by FFG »

If you re-add the old CAS layout, Could you give both teams AAV's
Brozef
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Re: Vadso City

Post by Brozef »

Maybe just Inf only map that would work for Vadso.
Murphy
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Re: Vadso City

Post by Murphy »

Virus brings up a valid point.

Admins get mad at me when I play Vadso, they don't like the fact that boats can sit in the water and slow/stop logistics by air. I would really like this to be an accepted tactic (please make it clear that this was intended), or just remove the ability to troll trans choppers from boats.
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Rabbit
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Re: Vadso City

Post by Rabbit »

Murphy wrote:Virus brings up a valid point.

Admins get mad at me when I play Vadso, they don't like the fact that boats can sit in the water and slow/stop logistics by air. I would really like this to be an accepted tactic (please make it clear that this was intended), or just remove the ability to troll trans choppers from boats.
You are cancer.
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Jacksonez__
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Re: Vadso City

Post by Jacksonez__ »

What's up? Hind isn't that over-powered. One Stinger and it's gone. Stinger is very effective against it.
Murphy
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Re: Vadso City

Post by Murphy »

Rabbit wrote:You are cancer.
My astrological sign has little influence on the tactics available to players on this map.
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Chuva_RD
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Re: Vadso City

Post by Chuva_RD »

Brozef wrote:Maybe just Inf only map that would work for Vadso.
This map awful for infantry, bush-fights depends on listening too much. On more-less serious games you have to choose between active communicating and instant listening in bushes, and it strongly affect gameplay; I don't want to change typical layout of communicating specially to hear enemy.
X-Alt
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Re: Vadso City

Post by X-Alt »

Rabbit wrote:You are cancer.
Shikotan Island carrier raids were the greatest thing to even happen to PR.
Colonelbruno
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Re: Vadso City

Post by Colonelbruno »

Hey Mineral, was it your intention that the northern (city) layout is being played so often? It feels like every time I play this map, I get the northern layout and that's pretty boring.
I remember seeing the island, the radar station and the dam much more often pre 1.0

More Vadso feedback:

I think the city has too many flags and therefore feels very skirmishy. Please decrease.

There are way too many bushes, resulting in very akward inf gameplay.

General feedback

In general, I would like to see you guys space out the flag placements on severall maps (e.g. Dovre). When only a small portion of a map is in play, there isn't really a need for trans throughout the whole round and with 100 players on a server it feels too 'spammy'.
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Mineral
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Re: Vadso City

Post by Mineral »

Not sure why me specifically, not my map and neither have I done any significant changes on it neither :p

As you can see here:
Project Reality Map Gallery

There are 5 routes, they are all AFAIK equally able to be picked by random AAS just like on any other map. I'm guessing you are just (un)lucky to always get the northern ones.

It also doesn't have more flags then most other (4k) maps, and specially for maps featuring cities having 3/4 flags in a city is rather normal. The map is definitely not an outlier in that way. It's more different in it's unique features such as the island flag, it's bush-crazy nature and terrain. I'm guessing overall you are just not a great fan of it in general and the combination of it all.

You can't really say 'space out flags in general' IMO. That's extremely depend on the map. Anyway that's not really related to this thread anyway.

Anyway, AFAIK Outlawz is looking into Vadso these days so perhaps he has some more interesting insights and maybe some hope for change for you ;)
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Colonelbruno
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Re: Vadso City

Post by Colonelbruno »

Thanks for the extended answer.
[R-DEV]Mineral wrote:Not sure why me specifically, not my map and neither have I done any significant changes on it neither :p
Sorry xD I just assumed it was yours due to an older comment in this thread.

[R-DEV]Mineral wrote:There are 5 routes, they are all AFAIK equally able to be picked by random AAS just like on any other map. I'm guessing you are just (un)lucky to always get the northern ones.
3.5 of those 5 routes include the city. I just wish this could be tuned down a bit, to have more variety on this map :)

[R-DEV]Mineral wrote:It's more different in it's unique features such as the island flag, it's bush-crazy nature and terrain. I'm guessing overall you are just not a great fan of it in general and the combination of it all.
The kind of gameplay bushes bring to PR is more like a hide and seek game than a shooter. They should slow you down significantly and make much more noise when you roam through them. That's probably not possible due to engine limitations, I guess?!

If so, one could replace them with lower bushes. It shouldn't be possible to run through them, without being detected. If that's not possible either, just space them out.
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chrisweb89
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Re: Vadso City

Post by chrisweb89 »

I actually enjoy the city fights in vadso. Those multiple flags keep the fight centered in there and gives a buffer for mistakes.
gwa1hir
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Re: Vadso City

Post by gwa1hir »

the city route is the only one you could consider kinda balanced. the other routes are kinda trash balance-wise to be honest
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