Author Topic: VB layout  (Read 302 times)

Offline BaldEagl

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VB layout
« on: July 10, 2007, 03:59:11 PM »
I wish VB's still had the three hangers together on the pad.  They made great bombing and attack targets, being able to take all three out in a single bombing pass.  Heck, I could take all three with a F6F-5 if I was accurate with my first drop (but it took all my bombs, rockets and machine guns to do it).  That was fun.

I don't care if the two hangers spread further out stay, just put two more on the main pad.  It would also be nice to see the two outlying hangers be made of camoflauge netting like the vehicle hangers used to be in AH1, with the hard hangers on the pad.

Move the hanger near the map room back a little.  You can't see the map room unless your well out into the field.  You should at least be able to see it from the first road that heads in that direction from the main pad (before it turns left)  One of the tank bunkers may have to also move slightly for the same reasons.

How about making it so you can land successfully from a tank bunker?  The way it is now if you get hit you have to back out and get to concrete to end sortie, making the bunkers, in many cases, a less than desirable place to defend from.  I'd rather sit on the concrete in the open than use a tank bunker and to me that just doesn't make sense.

I think one more manned ack should be added to the VB's.  Once the hangers are down that poor single manned ack is always right behind.  Make two that can provide support to each other.

Move the tree from near the tower.  Who would plant a tree next to a tower that's supposed to provide an overview of the entire field?  I think the Army Corps of Engineers would have made toothpicks out of that thing.  Get rid of it.  Same with the on-field hedge-rows.  What army would prohibit on-field movement by planting pretty hedge-rows between the hangers and the supply buildings (indestructable building)?  If you want to leave a couple for effect then move them UP AGAINST the tower but get rid of the ones around the hangers.  And while we're clearing the landscape get rid of the forrests at each end of the field.

There... that 'ought to about do it.

[EDIT]  One last thing, one of the tank bunkers should be positioned so that you can back into it and train your hull gun on the map room.

Thanks for listening.
« Last Edit: July 10, 2007, 04:10:28 PM by BaldEagl »
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Offline KTM520guy

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VB layout
« Reply #1 on: July 10, 2007, 04:05:59 PM »
I like that idea.

As another thought. One of the AvA maps had really cool Vehicle bases. They had 3 manned acks and 3 eight inch guns, plus hardened troop bunkers.
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Offline MstWntd

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VB layout
« Reply #2 on: July 11, 2007, 12:24:50 AM »
100% Agreed.

Offline NHawk

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VB layout
« Reply #3 on: July 11, 2007, 03:53:30 AM »
The hangars were moved to prevent exactly what you're talking about, 1 pass kills. You're talking about adding a 4th and 5th hangar so you can do it again. That might be too many hangars. Airfields only have 1 GV hangar. You're asking for 5 on a GV base.

Moving the hangar by the map room or the map room itself is a good idea.

I will agree with the manned gun. I can take all 3 guns out in one pass. Put a 4th one on the other side of the base to prevent one pass kills.

The safe landing from a bunker I 1/2 agree with. It's not that far to travel to land.

The tree I don't care about, I usually use F5 view on a base anyway.

The backing into a bunker, well...Your gun turret turns. Why would you need to back in? Or, back in and turn your turret. There is at least one that covers the map room, perhaps you're talking about a different bunker.
« Last Edit: July 11, 2007, 03:55:54 AM by NHawk »
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Offline BaldEagl

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VB layout
« Reply #4 on: July 11, 2007, 09:31:31 AM »
Quote
Originally posted by NHawk
The hangars were moved to prevent exactly what you're talking about, 1 pass kills. You're talking about adding a 4th and 5th hangar so you can do it again. That might be too many hangars. Airfields only have 1 GV hangar. You're asking for 5 on a GV base.


Adding 2 hangers back to the main pad won't allow one-pass kills as long as the other two outlying hangers remain.  I'd like them back like they were just because they were fun bombing/attack targets but leave the other two so the base isn't easily destroyed.

Quote
The safe landing from a bunker I 1/2 agree with. It's not that far to travel to land.


You are correct but if you are under attack and get your turret taken out you rarely have the opportunity to back out of the bunker and get to concrete without getting killed, therefore it's ditch or be killed.  If you just sit in the open on concrete you can .ef at any time for a safe landing so the way it is now, it's actualy a detriment to drive into a tank bunker.

Quote
The backing into a bunker, well...Your gun turret turns. Why would you need to back in? Or, back in and turn your turret. There is at least one that covers the map room, perhaps you're talking about a different bunker.


Defending a VB under attack often requires you to turn your turret away from the maproom, often times firing at tanks in one direction while an M3 comes in from another.  Also, under heavy attack you may find your turret and pintle guns lost but your hull gun never dies until you do and is often the last defense for the maproom.  It's always a good idea to point your hull gun at the maprooom as the primary defense against a troop drop, leaving your other guns free to deal with attackers.  The way it is now there isn't a tank bunker that allows you to cover the maproom with a hull gun, therefore, once again, it's preferable to sit in the open rather than use the bunkers.
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