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Re: Muttrah City MEC

Posted: 2010-04-13 07:07
by mangeface
Smiddey723 wrote:This was kinda the whole idea. To move the fighting away from docks and more around north city and city centre. You are probably one of those people who used to rush straight to docks not giving the US chance to set anything up which IMO reuins the game on muttrah. The best battles on muttrah are always over south city, city centre and the fort which was barly seen happening in 0.9 because of the MEC capping the US out so early on in the game
Well, if you took a minute to read my post, you'd read
darkside12 wrote:I like the new way the MEC is set up. Where the BTRs don't spawn right away to give the USMC a chance. But when I started, I noticed there aren't any logi trucks either. Curious on this change. I personally don't like it, as keeping the MEC from rushing docks is one thing, but keeping them from establishing a firm defense right away is downright harsh.
Hmmmm......I don't think I said that keeping the MEC from rushing the docks is a bad thing. And no, I was never the one to rush docks as I had to take my squad to cap the City Ceter area since everyone else rushed the docks. Now before we run off making anymore accusations, I had the privilege of playing a round on Muttrah City as the USMC Sunday night on tacticalgamer, and it seemed to back up my thoughts on the change. Most of round we had the MEC backed up into South City where they we making a "last" stand. A couple of times we had them in their own fortress. In the end, their stand paid off with a 5-0 win. But that just shows me the difference in the change. Before the MEC would usually win on a average of 150-0 when I played. I don't know how it usually ended for others, and that point average is just a guess on my experience on the map. I don't mind most of the changes on the map, and I think most are for the best. As I stated, the only one that I didn't like is the spawn delay of the logistic trucks.

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-13 08:43
by Rhino
a 5 to 0 win means the map is pretty balanced if two equally skilled teams where playing against each other :p

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-13 14:26
by >para<
now muttrah is not overplayed ,now is most wanted

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-13 15:24
by dtacs
After playing a game tonight I must say the changes are pretty good.

Started off with the MEC going to cap south objective with the SL's staying back to get the logi spawns.

By the time it was capped, the MEC team rushed to central city, established defenses and got ready to rock the next flag, north city, which was neutral at the time. But since we took so long due to the supply trucks being on a late spawn it gave the US a chance to cap it before we did, the APC's also had a chance to make landfall without getting dominated by a HAT sitting at the end of the tin fence @ docks.

So basically the fighting was between north and central for majority of the game, became quite a stalemate and a linear fight across that street running pass the gas station.

So I don't know what to think, is it a good change or a bad change :? ??:

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-13 15:46
by Rhino
Draakon wrote:It is kinda obvious. First of all, the bad pilots doing their bad jobs at killing the hueys. Second of all, instead of people spawning closer to the battlefield, they tend to spawn on the carrier. And there are so many of them that 2 hueys can't keep up the job. Third of all, even if there are good enough pilots to not make a new-guy-in-a-chopper-accident-as-a-pilot, then HAT's, DAT(deployable anti-tank), AA's(both requestable and deployable), BTRs and other shizz are going to take them down like hot knife trought butter. Fourth, as insurance if anything goes wrong with the other 2. Which is the most likely propable cause.
Sooo basically you want more hueys so more can get shot down and loose your team even more tickets? You do know there are APCs and boats also to get to shore if "most players" still insist on spawning on the carrier.

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-13 16:25
by dtacs
[R-DEV]Rhino wrote:Sooo basically you want more hueys so more can get shot down and loose your team even more tickets? You do know there are APCs and boats also to get to shore if "most players" still insist on spawning on the carrier.
At the moment Rhino the boat situation is pretty bad.

Although there are places for the boats to get to shore, its a bit too risky for them to come around the breakwater and into the view distance of the promenade.

I'd suggest either removing the breakwater or adding more boatramps along the promenade, allowing the boats to go straight from the carrier up towards the mosque, for example.

I'd also add more of them and increase the respawn time.

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-13 18:36
by Rhino
dtacs wrote:At the moment Rhino the boat situation is pretty bad.

Although there are places for the boats to get to shore, its a bit too risky for them to come around the breakwater and into the view distance of the promenade.

I'd suggest either removing the breakwater or adding more boatramps along the promenade, allowing the boats to go straight from the carrier up towards the mosque, for example.

I'd also add more of them and increase the respawn time.
ye the boats are never going to be that effective and removing the wave breaker (lol when googling wave breaker a screen of my wave breaker on muttrah pops up :p ) would be unrealistic and not true to the real port.

And the boats can go strait from the carrier towards the mosque as it is now :p

Draakon wrote:But what if all the boats have been used? They don't respawn. What if APCs are already on land doing their job? People don't want to get into them even then for transportation from Docks to N City.
The boats do respawn.

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-13 19:01
by Fess|3-5|
Remove the ability of the US team to deploy TOW's in the mountains. In fact remove the deployable TOW's all together, but failing that, take them out of the hills. MEC has no way of getting them up there, and it gives the US this great firing platform to spam high powered missiles into the city, with more or less impunity as it's out of range of small arms, and most people attacking them from the ground (snipers included) will be hit by a missile before they get a shot off. This map was great before TOW's were introduced. Every single round I've played since .9 has had this happen.

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-13 19:03
by Rhino
the 200m away from the edge of the map should stop that pretty much thou, no?

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-13 19:10
by Fess|3-5|
[R-DEV]Rhino wrote:the 200m away from the edge of the map should stop that pretty much thou, no?
True, and I legitimately hope that works, because it was a definite game and immersion killer.

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-14 10:45
by kaufman_23
Fess|3-5| wrote:Remove the ability of the US team to deploy TOW's in the mountains. In fact remove the deployable TOW's all together, but failing that, take them out of the hills. MEC has no way of getting them up there, and it gives the US this great firing platform to spam high powered missiles into the city, with more or less impunity as it's out of range of small arms, and most people attacking them from the ground (snipers included) will be hit by a missile before they get a shot off. This map was great before TOW's were introduced. Every single round I've played since .9 has had this happen.
sure you can. you can build a FOB in A2/A3 area half way up the hill and just drop a TOW, AA and HMGs on the hill top overlooking docks and N city. just did that yesterday. just make sure you kill the cobra before you try to build there ;)

one more thing rhino. dont know was that a bug (server maybe) or you did that on purpose. few days ago i was doing a trans squad on USMC side, and we had 2 birds in the air, and 3 choppers on the carrier, which makes a total of 5 choppers :o
as far as i know, there should be only 4. the 5th wasnt the cas huey, all 5 were trans choppers

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-14 11:06
by PLODDITHANLEY
I thought there was 3 trans Hueys, 1 attack Huey and one Cobra?
If you take a boat and you're not going to reuse it, think about destroying it to allow a respawn later.

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-14 11:13
by Narco
PLODDITHANLEY wrote:I thought there was 3 trans Hueys, 1 attack Huey and one Cobra?
If you take a boat and you're not going to reuse it, think about destroying it to allow a respawn later.

Oh hai.

4 trans hueys, 1 attack huey, and 1 cobra.

Bai.

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-15 12:44
by Shredhead99
My experiences, suggestions and opinion:
I like how Muttrah is played with the new flag layout, most of the fighting now happens between mosque and construction site.
I know you tried to prevent people from rushing docks, but it still happens, there's always at least one guy running off to docks with the BRDM or even an empty troop-trans truck. Also the US are now able to rush, as in the time their APCs need to reach shore, MEC could not build proper FOBs and defenses. While MEC build their first FOB, US have built two or three already, pushing in against a more or less unprepared team. That gets worse if the choppers are flying them in, right on top of the FOBs just under construction.
So my suggestion is:
Spawn 2 troop transports and one supply truck + BRDM in the beginning for MEC, after capping the first flag spawn 2 more troop transports, the UAZ and an additional supply truck.
This should help MEC to prepare at least one good FOB in the beginning, while they still have to stay and cap the flags first, which will prevent rushing in big numbers.
At last, as nobody else mentioned it here, the soundbug is back! Had it three times till now, 2 times normal rotor sound, once Hellfire soundbug.

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-15 16:15
by snooggums
[R-DEV]Rhino wrote:the 200m away from the edge of the map should stop that pretty much thou, no?
It might, but it also nullifies a few places for MEC to build defenses at the construction site and south of the last city flag.

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-15 16:43
by Rhino
mogwaiii wrote:one more thing rhino. dont know was that a bug (server maybe) or you did that on purpose. few days ago i was doing a trans squad on USMC side, and we had 2 birds in the air, and 3 choppers on the carrier, which makes a total of 5 choppers :o
as far as i know, there should be only 4. the 5th wasnt the cas huey, all 5 were trans choppers
As it says in my blog:
and also made one of the re spawning hueys (out of two) have a max number of 2 two spawn.
ie, one of the huey spawns spawns a 2nd huey 10mins after the first huey has left its spawn pos, so if all the hueys stay alive, you can have 5 transport hueys flying around :)

Shredhead99 wrote:My experiences, suggestions and opinion:
I like how Muttrah is played with the new flag layout, most of the fighting now happens between mosque and construction site.
I know you tried to prevent people from rushing docks, but it still happens, there's always at least one guy running off to docks with the BRDM or even an empty troop-trans truck.
No I never tried to prevent the MEC from being able to rush the docks, rushing the docks is a good tactic the problem with it in .9 that it was very easy to rush the docks and succeed in pushing the USMC off the map from the start. All I want to see from an organised rush from the MEC is really just blunting the USMC attack, or if they are really good and manage to push the USMC off the map fully, they deserve it with the current setup.

If I wanted to prevent them from rushing the docks I would have removed all vehicles from the start or put a wall in front of the entrances to docks :p

Shredhead99 wrote:Also the US are now able to rush, as in the time their APCs need to reach shore, MEC could not build proper FOBs and defenses. While MEC build their first FOB, US have built two or three already, pushing in against a more or less unprepared team. That gets worse if the choppers are flying them in, right on top of the FOBs just under construction.
Please read my other comments in this topic on this...

Shredhead99 wrote:So my suggestion is:
Spawn 2 troop transports and one supply truck + BRDM in the beginning for MEC, after capping the first flag spawn 2 more troop transports, the UAZ and an additional supply truck.
This should help MEC to prepare at least one good FOB in the beginning, while they still have to stay and cap the flags first, which will prevent rushing in big numbers.
Giving the MEC a logi truck at the start would just again make it incredibly easy for them to rush the docks in a very effective manner since the big advantage that MEC had over USMC in a rush before is they could get to docks AND setup a Firebase, AND setup deployable AA, AT etc just as the USMC where landing in.

Shredhead99 wrote:At last, as nobody else mentioned it here, the soundbug is back! Had it three times till now, 2 times normal rotor sound, once Hellfire soundbug.
You've probably lowered your view distance in your GFX settings which is probably causing it if your now getting it a lot.

snooggums wrote:It might, but it also nullifies a few places for MEC to build defenses at the construction site and south of the last city flag.
Ye thou the edge of map distance thing isn't going to stay the same, just saying in .91 that is the current situation :p

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-15 19:39
by Shredhead99
Giving the MEC a logi truck at the start would just again make it incredibly easy for them to rush the docks in a very effective manner since the big advantage that MEC had over USMC in a rush before is they could get to docks AND setup a Firebase, AND setup deployable AA, AT etc just as the USMC where landing in.
Ok, it was just my humble suggestion.
You've probably lowered your view distance in your GFX settings which is probably causing it if your now getting it a lot.
Nope, and I am not the only one to experience the soundbugs, and I wouldn't have mentioned it otherwise.

Re: Muttrah City v0.91 Feedback

Posted: 2010-04-15 21:13
by Rhino
double check your gfx settings, sometimes they get changed without your doing anything or realizing it :p