Since .5 I have never seen the US win Fallujah. I have seen the US outplay the MEC, but they don't have a large enough starting ticket lead to make up for the meatgrinder they face the rest of the round. Hell, the valley alone will drain of you 200 tickets before successfully breaking free. Its a shame too. Alot of these maps have areas that have never seen a single battle because of how poorly balanced they are. I think by making the beach flags on Oman gray you solve some of that. Along with giving the US a spawn there. Phoenix the same way, those first two flags need to be gray. What happens now is the MEC spawns there and sets up their perrimeter and just camps the US the whole round.gerardnm wrote:I agree that on Muttrah the Mec should always win, but Basrah should be 50/50, Fallujah is won or lost in the 1st 3 mins by us else its 50/50. Phoenix and Oman i agree
Muttrah City
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Determined
- Posts: 757
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Clan Name: [:NET:]Boondock Saint
Pub Name: Determined
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
@ Jonathan_Archer_nx01
it is easily possible espicly when you zoom in to see the faint area of the LB in the fog. I could try to edit the skybox for v0.6 so at the height where you will be on the ground you cant see the diffrence in colour from the back of the sky box to where the LB is so it would be around invissible.
it is easily possible espicly when you zoom in to see the faint area of the LB in the fog. I could try to edit the skybox for v0.6 so at the height where you will be on the ground you cant see the diffrence in colour from the back of the sky box to where the LB is so it would be around invissible.
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*spacecadett*
- Posts: 337
- Joined: 2006-11-23 16:50
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BirdShot
- Posts: 83
- Joined: 2006-03-03 16:43
I think at this point not enough players realize how to play the new version of Muttrah - especially with the two cap points to start.
I played the other night and after successfully capping Docks (my squad held their spawn until i was feet dry on the docks) and defending - it was a full ten minutes of me spamming "SQUAD 3 WILL DEFEND DOCKS - THE REST GO AFTER HOTEL!!!" before another squad tried it... and failed because MEC was well entrenched by that point.
It is frustrating, but remember, we're all still learning the new facets of 0.5.
We'll get there.
BS
I played the other night and after successfully capping Docks (my squad held their spawn until i was feet dry on the docks) and defending - it was a full ten minutes of me spamming "SQUAD 3 WILL DEFEND DOCKS - THE REST GO AFTER HOTEL!!!" before another squad tried it... and failed because MEC was well entrenched by that point.
It is frustrating, but remember, we're all still learning the new facets of 0.5.
We'll get there.
BS
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101 bassdrive
- Posts: 514
- Joined: 2007-02-20 15:04
I took part in an awesome round yesterday night!
some Thors guys backed up by a few [k] and CA dropped by on the 24/7 32 player size muttrah server.
we were 3 squads on marine side.
while the TB veteransquad handled westside with docks and moving into the city, my squad took care of eastside by settting up a RP out of bound in the dunes east of market.
the action at first took place at the mosque and park flag, with fights back and forth and both forces regaining and losing control.
after a while the third squad woke up and got of the carrier as they saw we had a real chance of winning.
they moved in and helped TB squad securing park and mosque while in the mean time my squad headed for the ruins east of construction site and setting up a RP there, again out of bound. we secured the construction site AA and the dunes south thereof making it possible for the LB to land really close.
we got construct neutral as the MEC got park back white.
TB squad fell back and took them out while we stayed and defended.
in the end there was only one MEC marksman left on the crane.
marines won the round 270 - 0!
no one seemed to realize the achievement. maybe because some kids had started a flamewar on the TB people. dunno what it was about exactly, think someone had got TK because he dropped out the LB badly or something, which we all know is your own fault most of the time.
you shouldnt bite the hand which runs up a flag!!
nontheless an amazing round to remember!
some Thors guys backed up by a few [k] and CA dropped by on the 24/7 32 player size muttrah server.
we were 3 squads on marine side.
while the TB veteransquad handled westside with docks and moving into the city, my squad took care of eastside by settting up a RP out of bound in the dunes east of market.
the action at first took place at the mosque and park flag, with fights back and forth and both forces regaining and losing control.
after a while the third squad woke up and got of the carrier as they saw we had a real chance of winning.
they moved in and helped TB squad securing park and mosque while in the mean time my squad headed for the ruins east of construction site and setting up a RP there, again out of bound. we secured the construction site AA and the dunes south thereof making it possible for the LB to land really close.
we got construct neutral as the MEC got park back white.
TB squad fell back and took them out while we stayed and defended.
in the end there was only one MEC marksman left on the crane.
marines won the round 270 - 0!
no one seemed to realize the achievement. maybe because some kids had started a flamewar on the TB people. dunno what it was about exactly, think someone had got TK because he dropped out the LB badly or something, which we all know is your own fault most of the time.
you shouldnt bite the hand which runs up a flag!!
nontheless an amazing round to remember!
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causticbeat
- Posts: 1070
- Joined: 2006-07-27 06:02
I think PR has outgrown this map...
from a mapping standpoint it is beautifully done. excellent design, excellent concept, excellent balance, definitely a map that is on par with the ones we paid for with bf2.
BUT, with all of the new features/mechanics of PR it has become a bit dated.
while i would love to see a muttrah 2.0, id much rather Rhino focus on his newer mapping endeavours, which are VERY VERY exciting
from a mapping standpoint it is beautifully done. excellent design, excellent concept, excellent balance, definitely a map that is on par with the ones we paid for with bf2.
BUT, with all of the new features/mechanics of PR it has become a bit dated.
while i would love to see a muttrah 2.0, id much rather Rhino focus on his newer mapping endeavours, which are VERY VERY exciting
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
ye i do agree tottaly with you therecausticbeat wrote:I think PR has outgrown this map...
from a mapping standpoint it is beautifully done. excellent design, excellent concept, excellent balance, definitely a map that is on par with the ones we paid for with bf2.
BUT, with all of the new features/mechanics of PR it has become a bit dated.
while i would love to see a muttrah 2.0, id much rather Rhino focus on his newer mapping endeavours, which are VERY VERY exciting
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Cyber-Couch
- Posts: 428
- Joined: 2006-12-03 03:13
Muttrah is unbalanced, I would know because I usually play on the 24/7 Muttrah server. If the only way the USMC can win is if they're in a tourney working together, then that prooves it's unbalanced because not every pubbie game is like a tournament match. Take a look at this screenshot at the end of the rotation on the 24/7 Muttrah server... Don't tell me that USMC didn't work as a team because I was there and they were doing their best for a public server. On the last round displayed there the USMC had taken and held all but Construction but our tickets still dwindled down.

You should take the suggestions people are giving to balance the map and put em in.

You should take the suggestions people are giving to balance the map and put em in.
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
someone aint read the entier topic...Cyber-Couch wrote:Muttrah is unbalanced, I would know because I usually play on the 24/7 Muttrah server. If the only way the USMC can win is if they're in a tourney working together, then that prooves it's unbalanced because not every pubbie game is like a tournament match. Take a look at this screenshot at the end of the rotation on the 24/7 Muttrah server... Don't tell me that USMC didn't work as a team because I was there and they were doing their best for a public server. On the last round displayed there the USMC had taken and held all but Construction but our tickets still dwindled down.
http://img.photobucket.com/albums/v485/ ... uttrah.jpg
You should take the suggestions people are giving to balance the map and put em in.
I do relize its unblanced, and I do relize that this map needs work. But the problem is the amount of work required to really bring this map back upto speed with the new version to put it back upto what it should be, is alot.
At the moment im talking over with the other devs of simple soloutions to make the map more blanced that would only require gameplay tweaks but most require alot of map tweaks which in turn, would require all new lightmaps.
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Cyber-Couch
- Posts: 428
- Joined: 2006-12-03 03:13
Honestly, balancing the map shouldn't be that hard as changing the geography or new light maps. IMO AA should be taken out, it's too effective especially when all the US has is a handful of choppers that can otherwise be taken out through either small arms, AT, heavy at, and AA kits - they don't need AA. USMC should also be allowed to spawn at docks/market after they take it. Do these two things and the map should be much more balanced.
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Mongolian_dude
- Retired PR Developer
- Posts: 6088
- Joined: 2006-10-22 22:24
Talking of that....wherez Gaz?'[R-DEV wrote:IronTaxi']rhino...always there to defend his babies...hehe....good daddy....
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yeah, i too thought this map was extremely unbalanced. Now i realised that it should be. It is unbalanced against the MEC, belive it or not. They have to hump it around a city where as the USMC can be where and whenever they want, making all the moves. however, the USMC always loses...Why? because the USMC players suck. No Teamwork=Lose. just the way it is RL
...mongol...
Military lawyers engaged in fierce legal action.
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EagleEyeLG
- Posts: 668
- Joined: 2006-05-31 07:13
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EvilCookie
- Posts: 15
- Joined: 2005-05-20 16:43
Muttrah use to be fun till the patch. What I find really dumb is the fact that you need to capture docks then hotel which is on the complete opposite side of the map (or vice versa). Once the MEC are dug in, its pretty hard (even with teamplay) to wipe them out completely. The MECs are already setup while the USMC is desperately trying to setup RPs that are not out in the open (something thats hard to do with all the flags so bunched up). And thats if you even make it to the city, the AA can rip you up quite easily as well as small arms.
I enjoyed this map a little more when you just had to capture the docks and then the gas station. As it is right now, it just isn't fun to play anymore. (no offense)
I enjoyed this map a little more when you just had to capture the docks and then the gas station. As it is right now, it just isn't fun to play anymore. (no offense)
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
well please take my job over and show me that you understand about more than blance than me.Cyber-Couch wrote:Honestly, balancing the map shouldn't be that hard as changing the geography or new light maps. IMO AA should be taken out, it's too effective especially when all the US has is a handful of choppers that can otherwise be taken out through either small arms, AT, heavy at, and AA kits - they don't need AA. USMC should also be allowed to spawn at docks/market after they take it. Do these two things and the map should be much more balanced.
USMC already had spawnpoints at the docks in 506, it didnt work too well as by the time you had the docks flag 1/2 way up MEC where already all over you.
the AA from the docks has been removed, other places might be removed im going to have to look into that more but the cannons are mainly deep into the city.
I have many other plans that will have much more effect than just adding a spawn point, and removing AA guns infact.
to be honest I think next version im just going to put the littlebird back in with rockets for thous lone wolfs to have fun with as they are so deadly USMC will never loose unless a mupper gets in one.
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Red Halibut
- Posts: 543
- Joined: 2006-08-10 16:45
I actually prefer that. It gives you two landing points, and allows - with sufficient teamwork - for a pincer movement.EvilCookie wrote:Muttrah use to be fun till the patch. What I find really dumb is the fact that you need to capture docks then hotel which is on the complete opposite side of the map (or vice versa). Once the MEC are dug in, its pretty hard (even with teamplay) to wipe them out completely. The MECs are already setup while the USMC is desperately trying to setup RPs that are not out in the open (something thats hard to do with all the flags so bunched up). And thats if you even make it to the city, the AA can rip you up quite easily as well as small arms.
I enjoyed this map a little more when you just had to capture the docks and then the gas station. As it is right now, it just isn't fun to play anymore. (no offense)
Alternately, If I could get on the right server, at the right time, as commander, I would have every last soldier dropped in the Southern Desert, moving forward as a line, with the Blackhawk providing CAS with the mini-gun.
SLs would place Rally points which would be defended as if they were the last condom in a whorehouse and the entire team would fight their way North to the Docks, working in unison.
Given sufficient numbers I would also get one squad of Spec Ops inserted near hotel to track down and destroy the enemy fixed spawn points.
"It is not the responsibility of a defender to leave the objective unguarded just so his opponent sucks less."
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WhiskeySix
- Posts: 22
- Joined: 2007-03-07 16:12
We've been having a very similar discussion over on TG's PR forum... I think this post sum's it up best: http://www.tacticalgamer.com/battlefiel ... post661894
And this one has a great suggestion IMO: http://www.tacticalgamer.com/battlefiel ... post661811
And this one has a great suggestion IMO: http://www.tacticalgamer.com/battlefiel ... post661811
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
that suggestion cant be done with the current AAS code.WhiskeySix wrote:And this one has a great suggestion IMO: http://www.tacticalgamer.com/battlefiel ... post661811
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WhiskeySix
- Posts: 22
- Joined: 2007-03-07 16:12
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
fixed setting. We will probley remove a buch of flags so that you can place rallypoints down in more areas. dont worrie we will keep all the good flags like mosque, park etc but remove the crappy ones like gas station, sinni street etc.WhiskeySix wrote:Didn't think so... and I assume the RP<-->CP minimum-distance restriction can't be altered per map?
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Gnarkill89
- Posts: 28
- Joined: 2007-02-13 07:51







