Muttrah Gameplay improvements

PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Muttrah Gameplay improvements

Post by PatrickLA_CA »

I think Muttrah is fine as it is, the only thing that can be added is light jeeps for both sides to use as squad vehicles.
In-game: Cobra-PR
BigBang
Posts: 49
Joined: 2009-09-01 19:32

Re: Muttrah Gameplay improvements

Post by BigBang »

[R-DEV]Rhino wrote:Ye, just the biggest issue I have with this is it going off so much from the real city layout.
np, it was suggestion only ;)

[R-DEV]Rhino wrote:Ye, reason why I put the orange radius there to show how far they can see from that location. Isn't so much of a problem now since people have to go out of their way to do any spotting there and its right on the edge of the VD so they have hardy any time to engage a target with a HAT or w/e but if they spawned there would be more common.

However they do have G1 as you noted and there are a few other options.
Maybe shortening that pier by 50m won't affect anything and descreases chance of rape in the water :idea:

[R-DEV]Rhino wrote:Wouldn't be the park, would just be some greenery leading upto the park since the park is outside the map's borders.
4km :!: :D unfortunately not possible due to the amount of objects :? : and also lots of unused area...
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Rhino
Retired PR Developer
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Re: Muttrah Gameplay improvements

Post by Rhino »

BigBang wrote:Maybe shortening that pier by 50m won't affect anything and descreases chance of rape in the water :idea:
Ye, that's one of the options I was talking about, are others too but not worth going into them :p
BigBang wrote:4km :!: :D unfortunately not possible due to the amount of objects :? : and also lots of unused area...
Main problem with 4km is the terrain detail is only 1/4 of that of what it currently is, which would seriously affect building placement and increase the amount of terrain warping.

On top of a huge amount of area outside of the city that isn't really used and naturally, even more objects to place, then for clients to load and process :p
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X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Muttrah Gameplay improvements

Post by X-Alt »

ComradeHX wrote:1. Cobra is fine now(as far as I have played muttrah in 1.3, which about 10 rounds); it's a city, not a desert. I think everyone need to play a few dozen rounds of Muttrah before judging on changes to CAS layout.
2. I could see this working somehow; but Shilka would be very easily destroyed by U.S. LAT and destroy infantry easily if not...the map would be too reliant on ONE single vehicle.
3. No way. Tanks don't have the elevation to deal with taller buildings nearby.
4. BMP-2 would work better; BMP-1 has ATGM which could be too cheesy.
5. A-13 mountains is a nice spot that smarter players fight over(because it watches over constructions, city, and northern road); having that be the main reduces the amount of city to fight in, because current MEC main has very little of...anything(the castle is either easily defensible or impossible to retake, and IIRC the most enterable building near that place is the parking lot).



Armour balance on Muttrah has been greatly upset by changes to smoke.
The ATGM on the BMP-1 is utter shit, if HEAT is nerfed so it doesn't one shot everything, it would be perfect for Muttrah, instead of the deathtrap that is the Scorpion.
PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: Muttrah Gameplay improvements

Post by PlaynCool »

Muttrah is generally very well balanced. I wonder though why is the UAZ SUV respawn time like 15 mins or so. A bit too much if you ask me. Another thing that could be done to spice things is to have two attack hueys that respawn instead of the current configuration.
Forgive my bad English... :?
Zeno
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Joined: 2008-09-07 14:16

Re: Muttrah Gameplay improvements

Post by Zeno »

Maybe even consider an Armor layer with 2x M1A1s, 2x AAVPs vs 1x Shturm, 1x BMP-3 and 2x BMP-1
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tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Muttrah Gameplay improvements

Post by tankninja1 »

Spook wrote:OUT!
Yes exactly I want it out.

Same battle happens every time, you can guess what flags will be fought over, where people will always defend from, where the snipers and HATs are hiding, and where every fob will be built. Muttrah is boring and repetitious, not much can be done about it because 75% of the map is water or massive mountains.
Spook
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Re: Muttrah Gameplay improvements

Post by Spook »

but...but its fun.
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ComradeHX
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Re: Muttrah Gameplay improvements

Post by ComradeHX »

X-Alt wrote:The ATGM on the BMP-1 is utter shit, if HEAT is nerfed so it doesn't one shot everything, it would be perfect for Muttrah, instead of the deathtrap that is the Scorpion.
If it does not one-shot everything, then it might as well be Scorpion.
Arab
PR:BF2 Developer
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Re: Muttrah Gameplay improvements

Post by Arab »

'[R-DEV wrote:Rhino;2079141']
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Not related to gameplay, but a night layer would be pretty darn cool :)
Rhino
Retired PR Developer
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Re: Muttrah Gameplay improvements

Post by Rhino »

Arab wrote:Not related to gameplay, but a night layer would be pretty darn cool :)
Ye, something I've wanting to do but again, no time to do it. Biggest issue would be doing all the coloured lights you see throughout the city at night in r/l, since BF2 has only one type of light you can use for point light, although it may be possible though dynamic lighting but never looked into that.

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I would have also thought that during a battle the city would be blacked out fully but ye, can say that the MEC haven't got control of the power grid yet hehe :p
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Fir3w411
Posts: 341
Joined: 2014-03-01 17:56

Re: Muttrah Gameplay improvements

Post by Fir3w411 »

Zeno wrote:Having played Muttrah ALOT these last years i have some suggestions to present:

1. Remove Cobra, have 2 Attackhueys, (1 respawn, 1 dont), switch MTLB 30mm to BMP-1.

2. Keep Cobra, add Shilka,

3. same as 2 but also add 1 M1A2 and 1 T-72, Remove LAV25 and MTLB 30mm

4. Remove Cobra, Respawnable cashuey, add 1 LAV25, Add BMP-1

5. As a suggestion to spice the map up after all these years, move the MEC main to A-13 mountains and add more PoI on the eastern highway, and make the AAS be able to cap from both directions (reduce the meatgrinder, let the easter side get some much wanter action)
(add more city to the east along the coast and have another flag there.)

please discuss :D
The Shilka would not work because it would annihilate everything like it does on Jabal currently. A gopher would be better suited.
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Muttrah Gameplay improvements

Post by Pronck »

My suggestions are like this:

Large

Regular Version of Muttrah with current assets and flag lay-out.

Standard

Night Lay-Out with 1 non-respawnable CAS Huey and 1 delayed respawnable CAS Huey.
MEC get a BMP2M instead of MTLB + BTR (They lose two APC in return of a IFV with thermals)

The flags will stay the same and so will the vehicle lay-out be for USMC regarding their APCs.

Alternative

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On this map the flags will be much different. First of all the USMC. Their repair station will be on the beach as soon as they capture the "factory". A small modification by removing a part of the fence at F2KP3 should allow for quick access for US forces into the docks.

First flag cluster
Once the factory is captured we skip the docks and let the US fight for the two choke points marked by the blue diamonds. Not all choke points are marked, only the ones that seem to able to have a small 100 meter cap radius. It is basically fighting for the exit of the docks.

Then North City, the flag will be moved more south and should cover all three T-shapes in B8. Allowing for "fun" t-shape battles.

Once all three are capped the USMC can push for the next objectives.

Second flag cluster
The three flags are construction site, the Mosque and the suburbs. The suburbs to gain acces to the MEC "rear". The mosque since it is an icon and the capture can boost US morale. The constructions site could be pimped by putting down two AA cannons left and right. Maybe not the Quad cannon, but the dual-barrel like on the FSA truck.

Once all three are captured the usual stuff goes on. South City and the fortress.

Assets.

For assets I would recommend for the combat vehicles only APC/IFVs and for aerial vehicles the standard hueys and Osprey. For the Marines I would like to suggest an arsenal of up-armored humvee's.

The lay-out should be like this:

MEC

1x BMP2
2x BTR
2x MTLB (.50cal/DshKa)
3x Logistics Truck
4x Non-respawnable transport trucks
1x Jeep

USMC

2x LAV
1x AAVP7
1x Up-Armored Mk.19 Humvee
1x Up-Armored .50 Cal Humvee
1x TOW Humvee
2x Logistic Truck
3x Huey
1x Osprey

Something like this. Basically, some humvees and a layer without CAS with different and multiple flags could change things. With some slight modifications such as 2 extra quad cannons, a blown up vehicle and craters could finish the map some more in my opinion.
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Rabbit
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Joined: 2006-12-17 15:14

Re: Muttrah Gameplay improvements

Post by Rabbit »

So are you suggesting that you have 6 flags in play at one time?
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AfSoccer "I just don't see the natural talent."
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mat552
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Re: Muttrah Gameplay improvements

Post by mat552 »

It's Docks/Refinery -> North Cluster -> South Cluster -> South City -> Fortress
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Muttrah Gameplay improvements

Post by Rabbit »

mat552 wrote:It's Docks/Refinery -> North Cluster -> South Cluster -> South City -> Fortress
Yes wihich would be a team defending 3 flags and attacking another 3 flags at the same time.
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AfSoccer "I just don't see the natural talent."
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BigBang
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Joined: 2009-09-01 19:32

Re: Muttrah Gameplay improvements

Post by BigBang »

dusk layout :idea:
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Pronck
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Re: Muttrah Gameplay improvements

Post by Pronck »

[R-DEV]Rabbit wrote:Yes whch would be a team defending 3 flags and attacking another 3 flags at the same time.
It is basically like Pavlovsk Bay. So it isn't that rare. Yes squads have to split up, but it requires more teamwork to win the game since you have to coordinate who is defending or attacking. Of course it doesn't have to be three flags, it could also be two.

It might has to be worked out into the DEV way of flags and such, but we can use different flag lay-outs and systems on Muttrah.
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StevePl4y5
Posts: 385
Joined: 2014-02-02 14:33

Re: Muttrah Gameplay improvements

Post by StevePl4y5 »

[R-DEV]Rabbit wrote:1. I think MEC armor is already better on the map, and the bmp-1 is better than the MTLB, it can one shot any of the US vehicles.

2. Would destroy infantry in the city.

3. Marines, so it would be M1A1. It would be interesting to see tanks on the map, but cobra would need to be removed.

4.Nice idea, but BMP-1 is OP as hell against the Marines armor.
I replaced all the vehicles on the coop alt layout with tanks, both sides, just to have some fun with bots. I must say, tank combat on Muttrah is really fun, I think you could consider making a vehicle warfare layout with only tanks, and maybe a couple of IFVs. But anyways, a tank on each side on Muttrah on one of the layouts would be pretty cool I think. Tanks are much easier targets on urban maps like Muttrah for infantry than APCs, so it's not like it would break infantry gameplay. It wouldn't be any more annoying than the Mk.19 on the AAVP7A1 for the MEC infantry, and it wouldn't be much different from the Scorpion's 76mm main gun for the Marines.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Muttrah Gameplay improvements

Post by ComradeHX »

Arab wrote:Not related to gameplay, but a night layer would be pretty darn cool :)
All those lights will cause CTD every single time. ;-)
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