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Re: Muttrah gameplay feedback

Posted: 2012-11-07 17:00
by sweedensniiperr
is it possible to only block flags that the enemy team also can cap? (or am i stupid and this is already in game?)

Re: Muttrah gameplay feedback

Posted: 2012-11-07 18:54
by 40mmrain
Stealthgato wrote:Doesn't matter how much AA there is. A vertical dive with half-decent gunner which takes out all armor fast and AA will never do anything to the Cobra. Also, hiding armor under buildings doesn't work, 2 Hellfires next to the entrance and whatever was there is dead.
yeah but cobra pilots usually suck, bro

what youre saying is that light AA missiles are insufficient to counter excellent pilots in general. Perhaps, then buildable AA cannons would be necessary?

Re: Muttrah gameplay feedback

Posted: 2012-11-07 21:22
by Heavy Death
sweedensniiperr wrote:is it possible to only block flags that the enemy team also can cap? (or am i stupid and this is already in game?)
Has been suggested atleast twice. Flags that arent in play for your team shouldnt be affected capping-wise in any way. Sure, you can activelly kill people on the flag and make it stop capping that way... would actually take some skill to take on a larger force with a limited, less equipped team, no easymode.

Hiding in the enemy first flag making it halt is just utterly retarded and should not be rewarded with halting the cap. It is possible to do so with the current mechanic, so its a good tactic to win.

Re: Muttrah gameplay feedback

Posted: 2012-11-07 22:04
by ElshanF
I'd love to see Muttrah City much bigger. So we can possibly get a COW or something to help MEC with transport.

Re: Muttrah gameplay feedback

Posted: 2012-11-07 23:36
by Pronck
4km2 Muttrah with mountain fortresses, trench systems, more cover on the street, coastal defences, shot apart buildings, multiple flag routes, fortified city. That is what we need!

Re: Muttrah gameplay feedback

Posted: 2012-11-08 00:20
by Rhino
Muttrah is already 1:1 scale, making it 4km would mean only more area outside the city that wouldn't be fought in and would decrease the detail of the city further, also making things like the sea wall and the inner city level walls also pretty much impossible to do without them being huge to work with the 4m grid terrain instead of 2 and cover up the terrain warping....

https://maps.google.co.uk/maps?q=Muttra ... n&t=h&z=15

Re: Muttrah gameplay feedback

Posted: 2012-11-13 10:15
by ExeTick
I think muttrah is good as it is. Mec apcs can be destroyed easily by AAVP so mec apcs have a really hard time on that map.

even if AAVP is big and an easy target they kill MEC apcs faster and its easier to kill MEC apcs with AAVP then it is for Mec apcs to kill AAVP.

even if this map is overplayed it is still one of my favorite maps, feels like something new is happening all the time even if you done it before ^^

Re: Muttrah gameplay feedback

Posted: 2012-11-13 14:00
by xambone
I would love to see a DUAL CAS HUEY instead of Cobra and non respawnable CAS HUEY, Alt Layer. And or replacing the AAVP with two LAV's like the fun good old days.

Re: Muttrah gameplay feedback

Posted: 2012-11-13 17:02
by Mikemonster
Ironically if you replaced the Cobra with the CAS Huey it would make the USMC overpowered :P

Re: Muttrah gameplay feedback

Posted: 2012-11-13 21:51
by 40mmrain
nah, the CAS huey isnt that great on muttrah what with the buildings and all. The 30mm is a good counter to it.

Maps like barracuda, and jabal its a pain in the *** because theres so much open space, or lack of cover in a jungle.

Re: Muttrah gameplay feedback

Posted: 2012-12-08 14:15
by MADsqirrel
Is it possible to make a DoD around the repair station of the usmc?
Got ambushed a few times there (round start) and it should be a safe spot until docks is capped.
ATM its really hard to move your apc to land, because of so many spots where you can ambush the apc.