Muttrah City v0.91 Feedback

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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: Muttrah City v0.91 Feedback

Post by dunem666 »

I think muttrah is a best it has ever been.

If i HAD to make a crit...I think the trans LB and less 1x Huey was best, it left room for a second logistics truck for the US. It would have a knock on effect to help the US when the noobs claim they crashed or got shot down.
dunem
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qsmith
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Re: Muttrah City v0.91 Feedback

Post by qsmith »

you could just push back the mec main further into the mountians. so that they have a longer distence to travel. maybe make the road going from it winedy
Rhino
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Re: Muttrah City v0.91 Feedback

Post by Rhino »

imuhim wrote:And i also think USMC needs 2 infinite respawn hueys because having one will most likely cause everyone to sit at carrier in one of those awful 2 FOB at docks situations
It has two re spawning huey spawns, one that spawns upto 2 hueys on one spawn point as well meaning even if all the hueys are destroyed from the start of the round, you can get upto 3 hueys flying about.

qsmith wrote:you could just push back the mec main further into the mountians. so that they have a longer distence to travel. maybe make the road going from it winedy
Can't without braking the real layout of the city. The only other option would be to put the MEC further down the Sea Front to the West but that would make it very easy for the USMC to rape the MEC and really its fine as it is IMO.
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BloodBane611
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Re: Muttrah City v0.91 Feedback

Post by BloodBane611 »

Having played a ridiculous amount of muttrah in the past few weeks, I have to say that it is probably the best balanced it could possibly be. There are certainly other ways to balance it evenly, but right now it is practically perfect.
[R-CON]creepin - "because on the internet 0=1"
lucky14
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Re: tank on muttrah

Post by lucky14 »

Scared_420 wrote:not necessarily, when the btrs are spread out evenly along the coast line it makes it incredibly difficult for the choppers to make supply drops into the city

If they are just sitting there, get in a building with your squad, pull out a LAT, and whack that thing in the rear. Walaa! Disabled, and soon dead.

But even then, heli's can still be able to go through the mountains or near the fortress, depending on enemy locations.


I've been playing Muttrah alot on that VIRGINIA server, and I have to say, since the teams on that server seems to know the map better, is pretty much balanced. I've had games where USMC gets capped out almost immediately, and a game where we just took fortress, and most were centered in the...center. It's basically even asset wise.
snooggums
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Re: Muttrah City v0.91 Feedback

Post by snooggums »

[R-DEV]Rhino wrote:It has two re spawning huey spawns, one that spawns upto 2 hueys on one spawn point as well meaning even if all the hueys are destroyed from the start of the round, you can get upto 3 hueys flying about.
On one game we had 3 parked transport hueys along the command tower and two active transport hueys for a total of five. Is that the most transport hueys possible at a single time?
Rhino
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Re: Muttrah City v0.91 Feedback

Post by Rhino »

I believe so without checking my earlier posts or the code. If none get shot down from the start you can end up with quite a few :)
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snooggums
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Re: Muttrah City v0.91 Feedback

Post by snooggums »

[R-DEV]Rhino wrote:I believe so without checking my earlier posts or the code. If none get shot down from the start you can end up with quite a few :)
One was shot down at the beginning and we followed my plan of parking any surviving starting choppers and using the ones that spawned late only. Of course some griefer had to destroy the parked ones halfway through the round...
chrisweb89
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Re: Muttrah City v0.91 Feedback

Post by chrisweb89 »

Well of course, we can't just have idle choppers sitting on the carrier saving tickets. I personally like muttrah a lot because it now takes skill and a bit of luck to rush docks which is still possible and keeps most rounds lasting more than 30 minutes.
Rhino
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Re: Muttrah City v0.91 Feedback

Post by Rhino »

chrisweb89 wrote:Well of course, we can't just have idle choppers sitting on the carrier saving tickets.
Why not? If they are not needed then its better to park them back on the carrier and join the fight than flying around in circles, doing nothing other than presenting a nice target for enemy AA.
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Zrix
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Re: Muttrah City v0.91 Feedback

Post by Zrix »

[R-DEV]Rhino wrote:Why not? If they are not needed then its better to park them back on the carrier and join the fight than flying around in circles, doing nothing other than presenting a nice target for enemy AA.
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Rhino
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Re: Muttrah City v0.91 Feedback

Post by Rhino »

lol, sarcasm is kinda hard to detect over the internet, the [Sarcasm][/Sarcasm] Tags always help I find :p

Thou ye should have seen it was sarcasm by the "saving tickets" on the end :p
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lucky14
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Re: Muttrah City v0.91 Feedback

Post by lucky14 »

Wait, so what's sarcasm?
NovemberUniformBravo
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Re: Muttrah City v0.91 Feedback

Post by NovemberUniformBravo »

I heart this map the way it is.
Rotta
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Re: Muttrah City v0.91 Feedback

Post by Rotta »

Balance is great, but I'm not sure about merging the two control points. The number of control points is ok, but perhaps you should consider the common arrangement of placing several optional control point places, from which computer picks some in random. While these could cause some flag combinations to be harder for the other team, it would at least add variability, what such a frequently played map would IMO need.
gazzthompson
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Re: Muttrah City v0.91 Feedback

Post by gazzthompson »

lucky14 wrote:Wait, so what's sarcasm?
chrisweb89 wrote:Well of course, we can't just have idle choppers sitting on the carrier saving tickets. I personally like muttrah a lot because it now takes skill and a bit of luck to rush docks which is still possible and keeps most rounds lasting more than 30 minutes.
dat. (sgdgsg)
BigNate
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Re: tank on muttrah

Post by BigNate »

Hunt3r wrote:Considering that in urban warfare a Bradley would make so much more sense, and the fact that it would make no sense anyway makes me not like this idea.

If we had 2 BTRs and 1 BMP-3, against 4 LAV-25s, it could make for an interesting map. USMC get more mobility, and they in theory would have more firepower, but they could be easily chewed up by the BMP-3. Three LAVs would have to swarm the BMP to be able to kill it, I suppose.
Suggestions which attempt to make the APCs about fighting eachother and not about infantry support make me :( .

Infantry should be the focus of any city map.
Psyrus
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Re: tank on muttrah

Post by Psyrus »

BigNate wrote:Suggestions which attempt to make the APCs about fighting eachother and not about infantry support make me :( .

Infantry should be the focus of any city map.
Quoted for awesomeness.
BigNate
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Re: Muttrah City v0.91 Feedback

Post by BigNate »

It's been a while since I've seen the USMC win on this map. Anyone else noticing lopsided results? I can be on a MEC team that absolutely dominates the USMC, and then next map it's the same players but the teams are swapped, and we get stymied as USMC, losing 200+ to 0.
BobAndy
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Re: Muttrah City v0.91 Feedback

Post by BobAndy »

BigNate wrote:It's been a while since I've seen the USMC win on this map. Anyone else noticing lopsided results? I can be on a MEC team that absolutely dominates the USMC, and then next map it's the same players but the teams are swapped, and we get stymied as USMC, losing 200+ to 0.
It's easier to defend than attack ?

I guess the MEC are defending. (not really).


But yes, I would say there's still a small swing towards MEC on this map. Perhaps if a couple Humvees were to spawn at the docks repair station when it spawned, it would provide the transport to the ground forces.

That would help considerably, methinks.
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