Muttrah Gameplay improvements

Xander[nl]
Posts: 2056
Joined: 2007-05-24 13:27

Re: Muttrah Gameplay improvements

Post by Xander[nl] »

I really like the idea of an ALT version that replaces the USMC's Cobra with an M1A1. There's a shortage of proper combined arms maps that put heavy armor next to infantry in CQC. With MEC mostly defending they should be able to counter it with their 2x TOW and 1x HAT.


Rhino, did you ever look into the idea to change the flag layout so the big fight is between West and East city? That way the USMC have a lot more room for FOBs and setting up a decent front line. They usually get overrun and get bogged down barely defending North City. It would give the USMC more and the MEC less of the defensible high story buildings as well, giving both teams more equal footing.
Kerryburgerking
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Re: Muttrah Gameplay improvements

Post by Kerryburgerking »

Remove the scorpion and replace it with a T62/T72
Mean, green and unseen!
Xander[nl]
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Re: Muttrah Gameplay improvements

Post by Xander[nl] »

Random idea - could it be fun if the standard flag layout was replaced by a random layout with ~50m flags? It's only a small change but it might spice up gameplay rather drastically, as it would no longer be a valid tactic to camp at the same buildings over and over. Instead you would have to defend different city blocks every other match. Sometimes you'd have to defend the Mosque building for central city flag, while the other time that flag could be located in the suburban area near the mountains.
zloyrash
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Re: Muttrah Gameplay improvements

Post by zloyrash »

'Xander[nl wrote:;2097307']Random idea - could it be fun if the standard flag layout was replaced by a random layout with ~50m flags? It's only a small change but it might spice up gameplay rather drastically, as it would no longer be a valid tactic to camp at the same buildings over and over. Instead you would have to defend different city blocks every other match. Sometimes you'd have to defend the Mosque building for central city flag, while the other time that flag could be located in the suburban area near the mountains.
+1
more flag layouts!
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Curry
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Re: Muttrah Gameplay improvements

Post by Curry »

You will still sit in the same buildings, the FOB's will be in the same place. I don't see changing that much TBH. A storm or night version with lower VD could change things up.

Curry.
BlackGus
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Re: Muttrah Gameplay improvements

Post by BlackGus »

Replace USMC for British Forces and in Burning Sands use US Army. kill 2 birds with one stone
Jacksonez__
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Re: Muttrah Gameplay improvements

Post by Jacksonez__ »

BlackGus wrote:Replace USMC for British Forces and in Burning Sands use US Army. kill 2 birds with one stone
Then Brits would have USMC voices and vice versa, as far as I know. Idk.
Zeno
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Re: Muttrah Gameplay improvements

Post by Zeno »

Jacksonez__ wrote:Then Brits would have USMC voices and vice versa, as far as I know. Idk.
thats not how it works :lol:
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Rudd
Retired PR Developer
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Re: Muttrah Gameplay improvements

Post by Rudd »

BlackGus wrote:Replace USMC for British Forces and in Burning Sands use US Army. kill 2 birds with one stone
I did actually set Burning Sands up as US Army once with a stryker battallion setup, if we had the MGS I would actually set them US Army as the standard team.
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Acecombatzer0
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Re: Muttrah Gameplay improvements

Post by Acecombatzer0 »

I think the UK was a fine choice, besides Shija they didn't have any proper 4km maps since Quingling was lost and Vadso City is a temporary faction (technically)
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Zeno
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Re: Muttrah Gameplay improvements

Post by Zeno »

[R-DEV]Rudd wrote:I did actually set Burning Sands up as US Army once with a stryker battallion setup, if we had the MGS I would actually set them US Army as the standard team.
That would be epic.
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

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FFG
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Post by FFG »

Why not just make a Brit version of the map, so they would have the voices ect.
-SPITFIRE-
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Re: Muttrah Gameplay improvements

Post by -SPITFIRE- »

FFG wrote:Why not just make a Brit version of the map, so they would have the voices ect.

I guess It is not viable to duplicate the entire map files just to give the brits a piece of the cake. Otherwise we would see so many maps with different factions
Rhino
Retired PR Developer
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Re: Muttrah Gameplay improvements

Post by Rhino »

Biggest problem with having the Brits on the map is they don't have any true Amphibious Assault Vehicle like the AAVP7A1. Closest thing they have is the Warthog(/Viking), which isn't a true "Amphibious Assault Vehicle" like the AAVP7A1, we don't have ingame and its not possible for us to have it ingame either since we can't do tailors in BF2. Not to mention they would only ever be classed as at "Light APC" in PR Standards since they are normally only seen with a GPMG, HMG or a GMG at the very most mounted on them for their armament.
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3ti65
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Re: Muttrah Gameplay improvements

Post by 3ti65 »

Just make the APCs spawn on land?

Some variation would not be bad for Muttrah. Night version, dust storm version. Different sky, thunderstorm, anything really.

Make a Muttrah v3 with alot of ruins and wrecks everywhere. Burning houses, crashed hueys, whatever.
A darker atmosphere would be nice.

/Just brainstorming
Rhino
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Re: Muttrah Gameplay improvements

Post by Rhino »

As said earlier in this topic, I have always wanted to do a "Muttrah v2.5" with a bit of an expansion, a lot more detailing work, different versions of the map and many gameplay changes (wouldn't call it v3 without a total overhaul of the map) BUT I've got soo many other things on my plate, I dunno if I'll ever get round to it.
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Zeno
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Re: Muttrah Gameplay improvements

Post by Zeno »

[R-DEV]Rhino wrote:As said earlier in this topic, I have always wanted to do a "Muttrah v2.5" with a bit of an expansion, a lot more detailing work, different versions of the map and many gameplay changes (wouldn't call it v3 without a total overhaul of the map) BUT I've got soo many other things on my plate, I dunno if I'll ever get round to it.
I would suggest atleast a new layer for variations sake, nothing fancy, just a more interresting vehicle/flag layout and a different sky/lightsetting and you will make it more replayable
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
3ti65
Posts: 242
Joined: 2011-02-10 15:11

Re: Muttrah Gameplay improvements

Post by 3ti65 »

[R-DEV]Rhino wrote:As said earlier in this topic, I have always wanted to do a "Muttrah v2.5" with a bit of an expansion, a lot more detailing work, different versions of the map and many gameplay changes (wouldn't call it v3 without a total overhaul of the map) BUT I've got soo many other things on my plate, I dunno if I'll ever get round to it.
I understand. But if someone other would spend some time to enhance the map, could it be included?
Rabbit
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Re: Muttrah Gameplay improvements

Post by Rabbit »

3ti65 wrote:I understand. But if someone other would spend some time to enhance the map, could it be included?
"enhance" is not always an agreeable thing.
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