Muttrah City v0.91 Feedback

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dtacs
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Joined: 2008-12-07 23:30

Re: Muttrah City v0.91 Feedback

Post by dtacs »

[R-DEV]Rhino wrote:GPO aka, Game Play Objects aka, flags, spawns and objects spawns (cats, apcs etc).
I'd honestly like to see smaller, incremental flags which simulate smaller and more important objectives. Some good places would be:
  • The 'Crooked T's' (the T shape apartment buildings in CC which are on a slight angle)
  • The mosque and surrounding buildings.
  • The residential suburb SW of CC
  • The construction site
At the moment, Muttrah unfortunately seems to be going the way of mestia, with less, bigger flags as opposed to maps such as Kozelsk or Beirut. Basically I want to see bigger rewards for infantry clearing out streets or houses.

But of course its your map, do what you want with it (just don't add a tank!)
Kain888
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Re: Muttrah City v0.91 Feedback

Post by Kain888 »

I don't think that small objectives are good for game play. Too small objectives are like deathmatch.
kaufman_23
Posts: 115
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Re: Muttrah City v0.91 Feedback

Post by kaufman_23 »

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the bigest problem is imho with docks. once docks get capped by MEC and you have some BTRs there, there is no way the US can take it back. no choppers can land close enough to the flag, so they get dropped off on repair station. from repair station to the flag radius there is a huge open space they need to cross in order to get on the flag.

so on the pic the red circle represents the current flag cap radius. the green one would be much better couse USMC could use those containers close to repair station to make defences and hold the flag without exposing them selfs. it still leaves the MEC team the option to hold the flags from the warehouses

second thing i would like to see is more "open" warehouses on docks. the ones marked with blue squares could be made open with diferent layouts inside so we would have more options for building fobs on docks and holding position



also it would be nice to see the west city flag back, so it would look something like this:
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PS: make the attack chopper spawn on a diferent spot, couse it blows up as soon the cobra spawns. if its not used, it is just a waste of tickets for the USMC team
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Rhino
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Re: Muttrah City v0.91 Feedback

Post by Rhino »

So generally what I'm hearing is most people prefer the old west and east city centre flags instead of one city centre flag if I'm right? Is there anyone who likes the new single city centre flag and can we go into why you dislike or like the new setup and from what side's point of view too? :D

Cheers!
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Arnoldio
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Re: Muttrah City v0.91 Feedback

Post by Arnoldio »

Problem with flags being apart is that you lose interest the further away it is because you get ambushed and killed 5 times inbetween and nobody attacks, but if they are close its gets spammy and retarded with flagswitching.

I dont really know, i thing problems is in the AAS sytem, in the basics. :/
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kaufman_23
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Re: Muttrah City v0.91 Feedback

Post by kaufman_23 »

[R-DEV]Rhino wrote:So generally what I'm hearing is most people prefer the old west and east city centre flags instead of one city centre flag if I'm right? Is there anyone who likes the new single city centre flag and can we go into why you dislike or like the new setup and from what side's point of view too? :D

Cheers!
well the fight shifted towards city center but there is also a big area between north flag and city center and between city center and south city. you could easily add one more flag in there so the fight would be more about taking flags thus taking land that actualy means something. in many ocasions USMC occupy the double Ts in west city (which is in between flags) and for some reason they cant actualy take the city center flag (good defence by the MEc team) so it takes only 1 BTR or a transpot/jeep with a squad behind enemy lines to cap north and eventualy docks couse of lack of mobility of the USMC team to fall back. if there would be a middle flag in between that would make another area to fight for and another stronghold to the team that holds the middle flag in between north and city center.

a similar scenario is with CC and south city. once USMC has CC they start to move out to SC. if there is heavy resistance in SC they are cought in between flags and they are easily outmanouvered by MEC with only few soldiers. if you put one more flag in there, there will be more strategic value to those open areas, and more inscentive to fight over them.

also i wouldnt mind to see couple of hummers on US side
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Rissien
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Re: Muttrah City v0.91 Feedback

Post by Rissien »

Wouldnt mind seeing West City back in the mix but would rather West and East not be 'combined' like they were before, everytime US caps one, MEC caps the other and it becomes a stalemate between the flags.
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Rhino
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Re: Muttrah City v0.91 Feedback

Post by Rhino »

'= wrote:H[=Rissien;1435208']Wouldnt mind seeing West City back in the mix but would rather West and East not be 'combined' like they were before, everytime US caps one, MEC caps the other and it becomes a stalemate between the flags.
Might consider that :)
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Pancakes805
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Re: Muttrah City v0.91 Feedback

Post by Pancakes805 »

i think its a great map, and balanced :D
Kain888
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Re: Muttrah City v0.91 Feedback

Post by Kain888 »

Seems pretty balanced, not sure if change is needed.
Rhino
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Re: Muttrah City v0.91 Feedback

Post by Rhino »

Cheers guys :)
Kain888 wrote:Seems pretty balanced, not sure if change is needed.
Change is needed in the form of new vehicles. An AAVP7A1 is far more realistic (epically for the task of amphibious assault vehicle) than the LAV-25 so for starters that needs to be changed and the MEC has a bunch of new vehicles which also needs to come in and then the new vehicles need to be balanced etc :)


I'm in fact working on the new muttrah layout as we speak and I think its going to be good. The US Get the new AAVP7A1, basically replacing the old LAV-25s excatly and the MEC are getting a really nice mix of vehicles to play with, although they will not be as powerful as the AAV7s they will be able to do some damage and will be able to move forces around very well :D
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dtacs
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Re: Muttrah City v0.91 Feedback

Post by dtacs »

I sense an MT-LB?

Why not have some LAV-25's spawn on the land? The USMC still use them in amphibious assault roles, I think they're delivered to land by the LCAC's
Rhino
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Re: Muttrah City v0.91 Feedback

Post by Rhino »

The LAV-25 isn't a true APC, its more of a recon vehicle kinda like the Scimitar other than it can transport a few passengers but not that many. In fact we had it in old versions carry an unrealistic amount of passengers to be in the same league as other APCs (6), in r/l I'm pretty sure it can only take round 4 passengers which we have set it to now. You would have to ask our MAs for more info on it I'm just repeating what they have said pretty much :)

Also you guys will much prefer the AAV over the Lav I'm sure, its much more powerful :D
The only bad thing about it is its slower on land than the Lav and dosen't turn very well which is kinda annoying when trying to quickly turn down the next street trying to hunt down the other team's APCs but it gives the more lightly armoured and lightly gunned enemy APCs a chance to get away or play hit and run :D
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Hunt3r
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Re: Muttrah City v0.91 Feedback

Post by Hunt3r »

The AAV only has a 40mm and a 50 cal though.

Also, it's tracked, so wouldn't it turn faster?
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Rhino
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Re: Muttrah City v0.91 Feedback

Post by Rhino »

Hunt3r wrote:The AAV only has a 40mm and a 50 cal though.
You very much underestimate the power of the Mk19 and the 50cal is also really deadly against MEC's thin armour. And what we will have ingame is based off r/l data.

Hunt3r wrote:Also, it's tracked, so wouldn't it turn faster?
It turns faster at slow speeds yes, can turn on the spot, but like any tracked vehicle, you need to slow down to turn so turning a 90degs to go down anouther street means you pretty much have to stop, turn and start off again where with a wheeled vehicle, you only need to tap on the brakes and cut the corner.
Last edited by Rhino on 2010-09-16 04:51, edited 1 time in total.
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nater
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Re: Muttrah City v0.91 Feedback

Post by nater »

Hunt3r wrote:The AAV only has a 40mm and a 50 cal though.

Also, it's tracked, so wouldn't it turn faster?
Only an automatic 40mm grenade launcher?? Check out this videoand maybe you'll see just a smidgen of the power that these things have.
Rhino
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Re: Muttrah City v0.91 Feedback

Post by Rhino »

nater wrote:Only an automatic 40mm grenade launcher?? Check out this videoand maybe you'll see just a smidgen of the power that these things have.
well you only really see the explosion force of the round in that video, you don't really see its armour penetrating side of things which it has :)


EDIT: Posted v0.95's GPO setup :D

https://www.realitymod.com/forum/blogs/ ... pdate.html
Last edited by Rhino on 2010-09-16 06:15, edited 1 time in total.
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bessert
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Re: Muttrah City v0.91 Feedback

Post by bessert »

I noticed this when i defend North City :
When we defend North City , the best place to defend the flag is the t shaped buildings which is in a5 k6 and b5 k4 areas , because you can hold there and stop the approachin units towards the flag radius . But when u head those buildings u get outside of the flag radius which mostly ends up with loosin the flag surprisingly . What im trying explain to you guys is , is there any chance to get those t shaped buildings inside the flag radius so we can have some more intense firefight :D
Shovel
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Re: Muttrah City v0.91 Feedback

Post by Shovel »

i love the new map. and has anyone seen mutrah in real life? it looks exactly like the map. even the hotel and parking lot XDImage
pfhatoa
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Re: Muttrah City v0.91 Feedback

Post by pfhatoa »

TheBobJeff wrote:i love the new map. and has anyone seen mutrah in real life? it looks exactly like the map. even the hotel and parking lot XDImage
I haven't been there but judging from pictures it's damn close! I'm impressed.
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