The future of muttrah city
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Determined
- Posts: 757
- Joined: 2005-09-27 02:03
MEC strategies are much simpler. Get guys to the Hotel and docks to slow down the US from capping them. The rest of the teams secures the city flags. It happens every round. I have probably played Muttrah 20 times since .5. Out of that 20 US has always lost. Since the most recent patch I have played it 5 times. All 5 times the US lost. All 5 times I also happened to be on MEC. I am unaware of what changes have been put in place for the US other than being able to take the Hotel flag. Does the US get actual spawn points for taking these flags?
Clan Name: [:NET:]Boondock Saint
Pub Name: Determined
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Dutch(CAN)
- Posts: 55
- Joined: 2007-02-04 21:38
I love the concept of Muttrah City but it's impossible. I was playing with the TG guys and our squad at both heavy AT kits and a rifleman...the coppers all went down with one hit as well as the boats. The US couldn't even get close, especially when we set up on the dock gantry. The MEC should only start with the construction and take flags in order to get eventually to the docks.
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Determined
- Posts: 757
- Joined: 2005-09-27 02:03
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LeadMagnet
- Retired PR Developer
- Posts: 1372
- Joined: 2007-02-09 20:11
What would work and be a fairly easy change is to either remove market spawn so the US can set a RP somewhere other than the hills (since there are too many flags for such a small area) or give the US a cobra to deal with that AAA since the LB just doesn't get the job done.
“Without Warning, Sans Remorse”
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
PR is all about strategy and tactics. All players must be motivated to achieve victory through sometimes "complex" strategies. The key thing is the way to explain those strategies. Short, easy to understand, clear.
As SL, define the desired kits (like 2 meds, 2 rifleman, 1 AT/support) at the start of the game, get your *** over to -in this case- mosque with a LB and annoy the **** out of your enemy by preventing them from taking it.
If your squad cooperates (which it should, otherwise kick the deaf players), you could stand a chance. You may eventually fail, but whilst trying and fighting, you're buying time for your teammates to capture docks, set up RP's, etc.
As SL, define the desired kits (like 2 meds, 2 rifleman, 1 AT/support) at the start of the game, get your *** over to -in this case- mosque with a LB and annoy the **** out of your enemy by preventing them from taking it.
If your squad cooperates (which it should, otherwise kick the deaf players), you could stand a chance. You may eventually fail, but whilst trying and fighting, you're buying time for your teammates to capture docks, set up RP's, etc.

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wooly-back-jack
- Posts: 940
- Joined: 2007-01-14 17:20
still a nightmare with nilla noobs on the carrier and it is too easy for MEC to retake docks and hotel then you have no chance at all.
As much as I aint keen on the concept (see my views on basrah having too many uncaps), maybe making docks once its capped by US it stays capped. then when all the MEC surround it and spawn camp it, it gives the choppers a chance to sneak squads in at Hotel.
Oh and the rally point distance sucks big time on this map, you can only put your rally points in really obvious places so they are discovered easily.
As much as I aint keen on the concept (see my views on basrah having too many uncaps), maybe making docks once its capped by US it stays capped. then when all the MEC surround it and spawn camp it, it gives the choppers a chance to sneak squads in at Hotel.
Oh and the rally point distance sucks big time on this map, you can only put your rally points in really obvious places so they are discovered easily.
Last edited by wooly-back-jack on 2007-03-08 15:49, edited 1 time in total.
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wooly-back-jack
- Posts: 940
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Determined
- Posts: 757
- Joined: 2005-09-27 02:03
It is an awesome map and progress is being made to adjust its difficulty.
What about US APC's? If you moved the carrier further West (don't know how hard that would be) it gives the US a shorter distance to travel to reach the docks. In theory that would give the slower moving APCs time to reach the docks before the MEC could set up with AT there. Also flipping the carrier around so the APC docking area underneath faces to the west as well. Futher shortening the distance for APCs and boats. Any thoughts?
What about US APC's? If you moved the carrier further West (don't know how hard that would be) it gives the US a shorter distance to travel to reach the docks. In theory that would give the slower moving APCs time to reach the docks before the MEC could set up with AT there. Also flipping the carrier around so the APC docking area underneath faces to the west as well. Futher shortening the distance for APCs and boats. Any thoughts?
Clan Name: [:NET:]Boondock Saint
Pub Name: Determined
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wooly-back-jack
- Posts: 940
- Joined: 2007-01-14 17:20
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Determined
- Posts: 757
- Joined: 2005-09-27 02:03
wooly-back-jack wrote:if you take out the street flag maybe, as that is pretty much in centre of city bit would that make setting a rally point any easier?
APC is a good idea but the rally point thing still needs sorting.
Agreed. Flags are so close together that its hard finding a spot 75 meters away to safely place a rallypoint. By safely meaning one that is tactically sound.
Clan Name: [:NET:]Boondock Saint
Pub Name: Determined
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[T]Terranova7
- Posts: 1073
- Joined: 2005-06-19 20:28
I would personally love to see an updated Muttrah. It was one of the old favs, but now with some of other maps Muttrah just doesn't feel great anymore.
My main thing is that I've been playing Al Basrah for so long, some of the smaller urban maps feel way to damn small. I'd enlarge the city a bit (or alot). Maybe open up the map a bit so players can take advantage of the vast terrain that surrounds the city as well (This way, pilots don't have to insert troops straight into the city where an RPG will eat it alive)
My main thing is that I've been playing Al Basrah for so long, some of the smaller urban maps feel way to damn small. I'd enlarge the city a bit (or alot). Maybe open up the map a bit so players can take advantage of the vast terrain that surrounds the city as well (This way, pilots don't have to insert troops straight into the city where an RPG will eat it alive)
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Determined
- Posts: 757
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77SiCaRiO77
- Retired PR Developer
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- Joined: 2006-05-17 17:44
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838393
- Posts: 42
- Joined: 2007-03-01 20:18
Call me a mad man if you will.
I think the best firefight, is the one where your chance of winning is virtually zero. It keeps you on your toes (if your not already on your back) and gives you a purpose of REAL team work.
Squad one and two gives a nice base of fire and covers squad three and four's advancement into a flanking position. Squad five and six carry out the same manouver but on the other side. Squads come together, insurgents get evicted by their unlocal, unfriendly council and they die a horrible, unnatural and rather voilent death. MWAHAHA .. that will teach them to send heroin to britain so that little kids may feast upon their spoils.
But saying that, I havent actually played that map. *grin*
I seem to either stick to Tactical Gaming or random extraction maps
But in the long run, I think the best rat fucks are the ones that you have no hope of winning.. Just make sure you get the SAW first.
1 SAW + 1 Sniper acting as back up = Major dead smelly rotting bodies.
Yours truely,
A raving lunatic.
I think the best firefight, is the one where your chance of winning is virtually zero. It keeps you on your toes (if your not already on your back) and gives you a purpose of REAL team work.
Squad one and two gives a nice base of fire and covers squad three and four's advancement into a flanking position. Squad five and six carry out the same manouver but on the other side. Squads come together, insurgents get evicted by their unlocal, unfriendly council and they die a horrible, unnatural and rather voilent death. MWAHAHA .. that will teach them to send heroin to britain so that little kids may feast upon their spoils.
But saying that, I havent actually played that map. *grin*
I seem to either stick to Tactical Gaming or random extraction maps
But in the long run, I think the best rat fucks are the ones that you have no hope of winning.. Just make sure you get the SAW first.
1 SAW + 1 Sniper acting as back up = Major dead smelly rotting bodies.
Yours truely,
A raving lunatic.
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[T]Terranova7
- Posts: 1073
- Joined: 2005-06-19 20:28
Perhaps, but still the city should be enlarged even it's just ever so slightly (Like how EJOD got it's improvement). We can all agree the Rally Points are quite difficult to use on this small map. CPs seem so relatively close together, it's but a simple walk across the street between them. Not to mention the city just seems unrealisticly small. 5 story buildings just don't start sticking out of nowhere. There's normally a tranisition from small to large buildings from what I understand of cities.Determined wrote:All maps don't need be huge sprawling cities. The smaller ones offer a change of pace and tactics.
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Dr_Tubesteak
- Posts: 172
- Joined: 2007-03-09 00:44
A simple solution Rhino is to maybe just amend the current combat zone, so that US Forces would be able to land farther outside the city. This would also allow Rally points to be placed.
Also a few extra ladders added to the current seawall, would allow US Forces more access to the waterfront by boat.
Also a few extra ladders added to the current seawall, would allow US Forces more access to the waterfront by boat.





