Re: Muttrah Gameplay improvements
Posted: 2015-06-14 14:23
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.
np, it was suggestion only[R-DEV]Rhino wrote:Ye, just the biggest issue I have with this is it going off so much from the real city layout.
Maybe shortening that pier by 50m won't affect anything and descreases chance of rape in the water[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.
4km[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.
Ye, that's one of the options I was talking about, are others too but not worth going into themBigBang wrote:Maybe shortening that pier by 50m won't affect anything and descreases chance of rape in the water![]()
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.BigBang wrote:4km![]()
unfortunately not possible due to the amount of objects
: and also lots of unused area...
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.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.
Yes exactly I want it out.Spook wrote:OUT!
If it does not one-shot everything, then it might as well be Scorpion.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.
Not related to gameplay, but a night layer would be pretty darn cool'[R-DEV wrote:Rhino;2079141']
![]()
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.Arab wrote:Not related to gameplay, but a night layer would be pretty darn cool![]()

The Shilka would not work because it would annihilate everything like it does on Jabal currently. A gopher would be better suited.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![]()

Yes wihich would be a team defending 3 flags and attacking another 3 flags at the same time.mat552 wrote:It's Docks/Refinery -> North Cluster -> South Cluster -> South City -> Fortress
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.[R-DEV]Rabbit wrote:Yes whch would be a team defending 3 flags and attacking another 3 flags at the same time.
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.[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.
All those lights will cause CTD every single time.Arab wrote:Not related to gameplay, but a night layer would be pretty darn cool![]()