New Muttrah City Feedback!

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Oatmealzz
Posts: 4
Joined: 2019-05-09 22:13

New Muttrah City Feedback!

Post by Oatmealzz »

Muttrah City is very excellent map design. There's nothing I can find bad about the map at all but what made Muttrah City my 6th favorite map in the game is the amount of Chaos that went on in the old layout.

I loved the old layers where there was multiple APCs you had to watch out for on each street, Adds a sort of "Dynamic" where actual teamwork with these vehicles would happen with Infantry unlike OTHER maps and it added onto the intense fighting because you never know if there was gonna be an MG or Boragh :mrgreen: This new layer is lame if imma be honest. Should of never removed the 2 extra flags the separated the North and south city. 2 AAVPs are useless against the 4 people that actually take the HAT kit every start of the round in this community, and a 20 minute respawn for a BMP? lol, no offense but I really would like to see the community make the layout for maps for a change.

Actual Feedback

Bring back the old standard layer, it was perfectly fine. But I also would love to see ALT, LRG and INF included as well. This is something that should be standard for every PR map, no map in this game should have only 1 layer. we need variety also! I would love to see Alt with USMC vs Hamas/Insurgents or something cool like that. Maybe LRG gets Tanks, INF makes in night time. Layers matter in this game, and it can't be a great map without a great layer.

Shout out to whoever made Muttrah tho, they did an excellent job! This map rest at an A Tier. :mrgreen:
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Suchar
PR:BF2 Lead Developer
Posts: 2208
Joined: 2016-10-12 13:25
Location: Poland

Re: New Muttrah City Feedback!

Post by Suchar »

I hate the concept of multiple APCs on a frontline which is this narrow.
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Coalz101
Posts: 493
Joined: 2017-07-03 11:11

Re: New Muttrah City Feedback!

Post by Coalz101 »

Suchar wrote:I hate the concept of multiple APCs on a frontline which is this narrow.
Remove MEC apcs and add 1 shilka with 10 minute delay. Add Ospery back aswell.


On a real note though:

Since the ospery was removed, USA has been constantly on the back foot. 3 trans helicopters can not supply 7 active infantry squads. It looks even worse when you compare those helicopters to MEC's logistic trucks... Delayed or not MEC still can place fobs 80% of the time, US could only place fobs if MEC HAT, AA and Combat engineers are not camping the harbour exits (Which they do all the time)
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: New Muttrah City Feedback!

Post by Outlawz7 »

Oatmealzz wrote: lol, no offense but I really would like to see the community make the layout for maps for a change.
https://www.realitymod.com/forum/showth ... ost2213853
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Tony_AbbottPBUH
Posts: 32
Joined: 2016-11-28 07:21

Re: New Muttrah City Feedback!

Post by Tony_AbbottPBUH »

Need to at least make all 4 hueys respawn instead of 3.

It's not that bad if the american team realizes that their initial landing needs to have 2 hueys landing at the same spot in 2 different spots so they can build fobs straight away.

If they all land in separate places like they usually do they have to wait for the hueys to reload crates and by then the mec truck rush has arrived with AA and they may not get fobs up ever and the game just kind of ends.
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: New Muttrah City Feedback!

Post by Nightingale »

While I do enjoy the new 4 flag layout, I think we have to admit that the old layer was better balanced for MEC vs USA. The current layer needs some minor adjustments IMO.

I think it would be very reasonable to include an old layer as an ALT here.
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Grump/Gump.45
Posts: 641
Joined: 2018-12-15 21:35

Re: New Muttrah City Feedback!

Post by Grump/Gump.45 »

Why does South City have a ticket bleed on the cap before Fortress? We can't even raid/defend fortress because by the time USMC takes south city its low tickets and already bleeding by south city.

So many maps are like this actually with very fun last flags. Muttrah Fortress, Vadso Dam with elevator, Bamyan Alternate USMC outpost defense USMC Airfield has 2 bleed flags before it.

While AAS has bleed, insurgency has no bleed and we are forced to manually wipe out all tickets as insurgents. Gaza has 800 tickets and no insurgency ticket bleed for BLUFOR.

If we got a bleed delay on all these maps with special fun flags everyone would flock to, especially the iconic Muttrah fortress, we could retain more players. If we had a 2 minute rally spawn point spawn when the flag becomes defensive active so there is actually a fight at the last flags.

People get excited about it then they don't get to experience what they were expecting through an hour of rough gameplay.
Last edited by Grump/Gump.45 on 2022-12-22 03:03, edited 1 time in total.
Doqquz
Posts: 11
Joined: 2023-01-14 22:58

Re: New Muttrah City Feedback!

Post by Doqquz »

Suchar wrote:I hate the concept of multiple APCs on a frontline which is this narrow.
yea area becomes too tight for everyone around
dcm
Posts: 357
Joined: 2021-03-09 03:25

Re: New Muttrah City Feedback!

Post by dcm »

MEC apcs needed quicker direct access to the water. They need a ramp directly from their main. It doesn't have to be two way. Just for splash down.

https://freeimage.host/i/test2.HchC3Ij
Corvin
Posts: 49
Joined: 2013-04-04 15:18

Re: New Muttrah City Feedback!

Post by Corvin »

As old PR player I must say old layout and old assets were much better. Muttrah in the past was always most balanced map that was usually
chosen in the final games of important clan games or tournaments. Old LAV +AAVP Vs. Btr-80 + 30mm mtlb balance was much better, also including CAS Huey.

I am actually lost why Muttrah is one of the only maps that doesn't have Inf/ALT/STD/Large versions even tho that's people's favourite map ?

New flags layout it just terrible and removing Fortress flag was criminal

Instead of those forced changes I suggest finally dealing with mountains campers and adding DoD there. Some positions for MEC around A5-7 grids are totally broken for MEC handheld AAs and HAT and usually US team can't do much about it. It reaching so absurd level that literally half of MEC team can be there instead of playing for flags. Same for mountains at the south being abused by USMC. Just deal with mountains campers and let people enjoy urban fights without worry to get killed by 3 snipers/marksmans camping in the mountains.

Bring back different layers
Alt being current one
Std old one
And Lrg being something new (since map was unchanged for years) with maybe talisman even more flags, different spawns (east seaside for MEC and docks for USMC). Or in perfect case new faction but I doubt Rhino would ever let it happen ;)
VTRaptor
Posts: 330
Joined: 2015-06-25 14:49

Re: New Muttrah City Feedback!

Post by VTRaptor »

As this map and its only layout doesn't feature fortress flag anymore, enlarge DOD to better protect MEC main base and its exists. Camping MEC was always easy, but now there's a chance to change that. It'll also discourage squads from building up on fortress and wasting manpower there. I've painted it this large to also force MEC mortars out of there and into the city.

Optionally the entire mountainous area east could also be turned into DOD to stop helicopters from crossing over MEC mainbase.

Image

edited pic so mortars can't be totally safe in that one dead-end
Last edited by VTRaptor on 2023-02-01 18:20, edited 2 times in total.
dcm
Posts: 357
Joined: 2021-03-09 03:25

Re: New Muttrah City Feedback!

Post by dcm »

Modern Muttrah is horrible. The old layers, as spammy and hellish for infantry as they were. Were atleast fun. This new layer is too stagnant, too stalematey. Mec has a hard time on this map. Not only do their apcs take longer to spawn, they're much weaker and also delayed. I've seen a single aavp take on both the btr and bmp at once, and win! Then you got the cas to worry about. Sure it's only one cas chopper and it's delayed 20 minutes. But so is the bmp-2. The assets need a complete rework. I miss the beast, boragh and mtlb from the old layer. Yeah they were too much for such a small map. But it was the perfect counter for the marines and their assets.

The flag layout is also complete garbage. It completely robs the map of any flanking maneuvers. Most rounds play the same. End up feeling the same. Somehow every single match devolves into a shitfest around suburb and mosque. Granted the old map had that same problem too, but it wasn't so bad, because you could do something about it. Now the whole map concentrates around those two areas, making it nearly impossible to breakout to the next cap. The US has multiple paths to attack; Air, Sea and City. The Mec only have the city itself. They end up being boxed in more often than not.

The map's flaws are really visible in this layer. It's nearly impossible for mec to breakthrough and cap or reverse a cap, especially on the last two points. It's so freaking easy for usmc to deny mec exits from their main. They dont even have to shoot into dod. They can just camp the coastal road with tow and cas. Or have infantry camp the E13 t-buildings or better yet the F12 garage. There's no reason for mec apc to go east from fortress anymore. Not even to flank the water route.

Another problem is the marines and their choppers. Mec gets no airpower nor counter airpower. It's too damn easy for marines to drop sniper on the hills and have them pick off the mec. Before you could take an mtlb or boragh into the hills and deal with the snipers worst case scenario. Also us mortars can be dropped nearly anywhere thanks to choppers.

The layout needs to go back to the old one. With two city center flags. And assets need to be readjusted. USMC should swap one aavp for a lav(Because two aavps are op as sin).The mec needs to have the delay on their apcs shortened to 5 minutes flat for both, regardless if first flag is capped(I forget is the apc spawn contingent on first flag cap? If so remove it). The respawn timer on the bmp needs to be shortened to 15 minutes. The mec need another apc too. Maybe a shilka to counter cas. Or a .50 cal mtlb(sorry no beast that was too op. And no boragh either as it's too easy to to lose a gunner and too many idiots one manning it). The hills need to be made dod for both teams. So no more unreachable snipers and mortar bases. Finally add a jeep for both teams. We need something quick moving, quick spawning and lightly armored to get into the action.
Avatok
Posts: 32
Joined: 2016-05-08 15:36

Re: New Muttrah City Feedback!

Post by Avatok »

Stop adding more heavy assets for this map.

Cobra 10m delay after start - asset whore dreams. Why adding more and more heavy assets such as cobra\bmp2m. When we will see 6x abrams and 2xf35 on it ? Stop it. Please. Old muttrah with cas hueys was more fun.
Old layer were heavily unbalanced when btr60 ammo clip was nerfed from 100 to 50. Just remove lav25 and check how it is going.
When changing punish why not adding some random static to a-b-c8 line like burning apc\cars to cover infantry when crossing road?
Why mec have only one trans truck with respawn? What the point, if deploy failed to lose all map at once ?
Bring back fortress flag it was fun. Right now right side on map not used at all.
Give at least 1 supply truck without delay to be able build AA.
Still multiple issues with flags, need to create smaller flags and add it more to create smaller POI and intense fightings on it. Not just sitting in house 100m from flag and still holding it.

I've totally not understanding why devs trying to do so much shit with infantry map. This map was a face of pr when infantry can have fun even with mostly too much apc on usmc side.
Corvin
Posts: 49
Joined: 2013-04-04 15:18

Re: New Muttrah City Feedback!

Post by Corvin »

Avatok wrote:Stop adding more heavy assets for this map.

Cobra 10m delay after start - asset whore dreams. Why adding more and more heavy assets such as cobra\bmp2m. When we will see 6x abrams and 2xf35 on it ? Stop it. Please. Old muttrah with cas hueys was more fun.
Old layer were heavily unbalanced when btr60 ammo clip was nerfed from 100 to 50. Just remove lav25 and check how it is going.
When changing punish why not adding some random static to a-b-c8 line like burning apc\cars to cover infantry when crossing road?
Why mec have only one trans truck with respawn? What the point, if deploy failed to lose all map at once ?
Bring back fortress flag it was fun. Right now right side on map not used at all.
Give at least 1 supply truck without delay to be able build AA.
Still multiple issues with flags, need to create smaller flags and add it more to create smaller POI and intense fightings on it. Not just sitting in house 100m from flag and still holding it.

I've totally not understanding why devs trying to do so much shit with infantry map. This map was a face of pr when infantry can have fun even with mostly too much apc on usmc side.
Muttrah was best when it had CAS Huey, Cobra with delay, 1x LAV + 2x AAVP vs. 2x BTR-80, 1x MTLB Beast, jeeps + logis after capping South City and don't even try to change my mind
Gerfand
Posts: 329
Joined: 2015-11-02 15:24

Re: New Muttrah City Feedback!

Post by Gerfand »

VTRaptor wrote:As this map and its only layout doesn't feature fortress flag anymore, enlarge DOD to better protect MEC main base and its exists. Camping MEC was always easy, but now there's a chance to change that. It'll also discourage squads from building up on fortress and wasting manpower there. I've painted it this large to also force MEC mortars out of there and into the city.

Optionally the entire mountainous area east could also be turned into DOD to stop helicopters from crossing over MEC mainbase.

Image

edited pic so mortars can't be totally safe in that one dead-end
Good idea, but if they are building a Super FOB there, you have a bigger problem than they building a SuperFob there, recently I got in an awful game that the MEC team was so bad, when I talked to the APC squad to do something (they were playing so chicken like, they misssed the chance of eliminating a noob APC that after taking hits from RPG stayed to get picked by another RPG round) they just replied with "lol, what the infantry is all spread out or on Main Base doing nothing"

Like it was so bad the only reason you didn't saw soldiers behind the caps, was because nobody build a FOB there, or they were destroyed.
Stolt_Yugoslav
Posts: 99
Joined: 2011-01-01 14:07

Re: New Muttrah City Feedback!

Post by Stolt_Yugoslav »

Avatok wrote:Stop adding more heavy assets for this map.

Cobra 10m delay after start - asset whore dreams. Why adding more and more heavy assets such as cobra\bmp2m. When we will see 6x abrams and 2xf35 on it ? Stop it. Please. Old muttrah with cas hueys was more fun.
Old layer were heavily unbalanced when btr60 ammo clip was nerfed from 100 to 50. Just remove lav25 and check how it is going.
When changing punish why not adding some random static to a-b-c8 line like burning apc\cars to cover infantry when crossing road?
Why mec have only one trans truck with respawn? What the point, if deploy failed to lose all map at once ?
Bring back fortress flag it was fun. Right now right side on map not used at all.
Give at least 1 supply truck without delay to be able build AA.
Still multiple issues with flags, need to create smaller flags and add it more to create smaller POI and intense fightings on it. Not just sitting in house 100m from flag and still holding it.

I've totally not understanding why devs trying to do so much shit with infantry map. This map was a face of pr when infantry can have fun even with mostly too much apc on usmc side.

Only trans truck is just annoying for a public server, a huge pain in the ***.
Miss the cas huey too, miss the fortress flag. Its just sad to have a fortress that's never used as a fortress :P


I'd love to have a map with two cas hueys and no cobra ^^
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