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Re: Muttrah gameplay feedback

Posted: 2012-10-28 09:44
by ComradeHX
'= wrote:H[= EasyAlpha;1725094']I love muttrah and have only one issue with this map, NOT ENOUGH COVER. every fire fight turn into whos at the best street corner, theres just no cover in the city streets or by buildings, nothing.

wicked idea would be to do like a "Return to Muttrah" perhaps after the city has been bomb to oblivion and players fight in rubble filled streets and the shadow of collapsed buildings. Intense fire fights, heck yes.
There is cover everywhere as long as you do not walk in middle of road.

Re: Muttrah gameplay feedback

Posted: 2012-10-28 13:19
by ghostfool84
I like Muttrah as it is, but it gets somekind of boring because there are always the same flags to attack and defend, the same t buildings where all the inf is gonna be. trucks will take the same routes. What Muttrah really needs is AAS4 with some different flag layouts and maybe some more cover in the streets..not only cars and backyards to hide in...

Re: Muttrah gameplay feedback

Posted: 2012-10-28 21:15
by Stemplus
Since muttrah is in PR for about 5 years or so, it would make sense to make a Muttrah v3 version with arty craters, wrecked cars and trucks, destroyed buildings etc. It would be very good for infantry, and also quite refreshing ;)

Re: Muttrah gameplay feedback

Posted: 2012-10-28 21:30
by Stealthgato
Considering how overplayed Muttrah is there would be a 2 km deep crater where the city used to be.

Re: Muttrah gameplay feedback

Posted: 2012-10-30 07:28
by CommunistComma
Why is there no INS layout?

Re: Muttrah gameplay feedback

Posted: 2012-10-30 10:49
by Xander[nl]
More cover would definately help. I'm also very curious what a new flag layout can do for gameplay. Shift the fight a bit more to the center, so the USMC get some more space to breathe in.

Maybe even redesign some of the streets so infantry can actually advance without being completely in the open. More curves or obstacles would make life a lot easier. Maybe this problem will fix itself once the main battle keeps taking place in East City (instead of West) because that area has much more oddly shaped roads and intersections.


Another issue to be discussed: should we continue to allow people to set up in the hills? On one hand it's a great way for the USMC to call in CAS and spot enemy movements/FOBs. But on the other hand, 4 out of 5 times there are lone snipers there that rarely actually scout for their team, and all they really do is slow down infantry gameplay by being annoying to a squad every now and then. It's quite a waste of the kit, because a single sniper could very well cover an entire street (in the western parts) and pin down any enemy squad advancing.

Re: Muttrah gameplay feedback

Posted: 2012-10-30 13:47
by saXoni
Stealthgato wrote:Considering how overplayed Muttrah is there would be a 2 km deep crater where the city used to be.
LMAO, good one! :)

Re: Muttrah gameplay feedback

Posted: 2012-10-30 14:30
by Professorson
mm i wonder just how many JDAMs have been dropped on the poor city

Re: Muttrah gameplay feedback

Posted: 2012-10-30 15:29
by Nate.
Would be great to just swap the attacking sides just like suggested in the topic about Kozelsk.

US repair station would be at coast near Fortress, MEC Base would be at docks.
With some slight changes in the layout, you'd get a whole new experience for Muttrah : )

Re: Muttrah gameplay feedback

Posted: 2012-10-30 21:04
by Stemplus
Well, I don't really get it, are you saying that the US repair station should be somewhere on the coast east of the fortress + the carrier, or literally flipping the sides taking the carrier away?

Re: Muttrah gameplay feedback

Posted: 2012-10-31 02:59
by Nate.
No, USMC would still have the carrier, but would assault from the east instead of the west.

Re: Muttrah gameplay feedback

Posted: 2012-10-31 16:02
by Super_Picanha
Give USMC 2 LAVs and 1 AAV, and give MEC a T72 and a 30mm MTLB a lots of trucks for inf. transport, and add a AASv4 layout to it and it may be fine. =D

Re: Muttrah gameplay feedback

Posted: 2012-11-01 00:33
by Stealthgato
Vehicle warfare layer on Muttrah, hoh.

Re: Muttrah gameplay feedback

Posted: 2012-11-02 05:57
by Professorson
the quad zpu in the MEC Main should really be removed it cant be engaged because of the shield surrounding it yet it can engage anything in south city and almost east city..

Re: Muttrah gameplay feedback

Posted: 2012-11-02 21:09
by Stemplus
In my opinion all kinds of base defences (TOWs, HMGs, AAs) in uncapable mainbases should be removed, since IIRC every server is forbiding shooting in and out of main, and anyone who does it gets a ban so they are just pointless and they only draw attention to newbs.

Re: Muttrah gameplay feedback

Posted: 2012-11-02 22:48
by Mikemonster
Make it Inf only, U.S. has an Uncap on the shore landing area top right, MEC has the castle and their main. Tank traps/wire statics on more streets to prevent two man squad Logi truck 'ninja FOB' rushes.

Allow area attack to keep the game more fluid (if only it could go through buildings, can't remember if it can).

32 v 32 Infantry combat on a map like Muttrah should be good I reckon! No BTR's doing FOB kamikaze runs to docks, no chance for two trans helos to complicate the game, no vertical Cobra airstrikes (I mean, REALLY?), nobody having to camp an AA, nobody 'going APC' and driving around for ages shooting at shadows before getting LAT'd.

Plenty of Logi trucks for each side, no transport (no Humvees or Jeeps to allow roflrushing past enemy garrisons).

Each side would have to build lots of FOBs to allow getting to the front line, and there wouldn't be any distractions from making an Inf squad and trying to get 32 guys on one flag..


Bit idealistic really but just imagine.. :P

Re: Muttrah gameplay feedback

Posted: 2012-11-03 00:39
by Murphy
The whole catch about this map is that the Marines have a trump card and can basically ensure MEC has to fight for their Logistics. Only the most organized and experience team could pull it off, but during C9 Cata practice the Bears squad kept MEC on their heels and basically locked the game down in the first 2-3 minutes.

Other then them and a clan scrim or two I have never seen any US team take full advantage of their deployment, NEVER. In reality this map is actually quite unbalanced safe for the fact that public players don't understand it well enough to end the round in 10-20 minutes.

Re: Muttrah gameplay feedback

Posted: 2012-11-03 02:48
by ShockUnitBlack
Muttrah is, IMO, entirely dominated by the best infantry squads.

Re: Muttrah gameplay feedback

Posted: 2012-11-06 01:48
by 40mmrain
never really seen armour being used all that effectively on the map, to be honest. Also, rarely does the cobra do really good work, only the most clever pilots against lack of built MEC AA is it destructive.

Clearly the only solution is harriers with lots of 500lbers, and at least 4 tanks per side. Maybe not.

Oh yes and the practice of camping the chokepoint with HAT and the eastern seawall road with a TOW or LAT is hilariously crippling to the MEC, love doing that, the CAS huey does the early work before you can set up on any logis.

I'd say remove the armour that lack any explosive power on the map, I swear theyre 100% worthless, though my armour skills arent all that amazing, its hard to imagine their usefulness. Two 30mm MTLBs vs 1 LAV-25 and 2 AAVPs would be more appropriate, in my opinion.

Re: Muttrah gameplay feedback

Posted: 2012-11-06 01:55
by Arab
If the armor is reduced, perhaps get in an anti-air armor to replace it?