Muttrah City (v2) v0.91 GPO Update
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Muttrah City (v2) v0.91 GPO Update
With many players reporting balance issues with the current GPO (Game Play Objects, ie vehicle spawn settings etc) setup with Muttrah City (v2) in v0.909 and after playing a few rounds of it myself I could the balance was off and as such, I've corrected it for the v0.91
Control Point Setup
First of all for the Flag setup, I've merged the old East and West City Centres into one City Centre flag and also fixed the fort flag radius again so its only inside the fort so players outside of the fort can't cap the flag. I've also made South City neutral on the game start and I've also moved the North City flag radius a little more to the north.
As well as that I've made it so that the USMC can't bleed the MEC out unless they capture the fort itself and only then do the MEC get a super heavy bleed. With any luck this should mean that we might get some combat in and around the fort on some games before the the MEC runs out of tickets. To compensate for this I've given the USMC 50 more tickets than the MEC since if the MEC defend the fort well they should be able to easily knock off that many tickets off the USMC when they are attacking it.
USMC Setup
For the USMC I've basically reverted back to the old setup, attack huey spawning at the start with no respawn and replaced with a cobra later in the game on a 20min spawn delay. Only thing different from .87 is that instead of having two little birds that don't respawn I've replaced them with anouther Huey that doesn't respawn and also made one of the re spawning hueys (out of two) have a max number of 2 two spawn. Also the USMC do have the vehicle depo and the logi truck that spawns once the docks is capped like before.
What USMC start with:
And What respawns/spawns later for USMC (+ the APCs, Logistics Truck and Boats):
MEC Setup
For the MEC I'm only having them start off with 4 transport trucks and one support (no gun) BRDM that all of them do not respawn. I've then put the 3 APC (down from 4) spawns, one BRDM (with gun), one UAZ and two Logistics trucks all connected to South City (which is now neutral on game start) so the MEC must cap that flag before there stuff starts spawning. All of this stuff respawns and the APCs + BRMD has a spawn delay.
What the MEC start off with (none of which respawns):
What spawns for MEC strait after South City is captured:
What is on spawn delay after South City is captured:
This setup still allows for the MEC to rush the docks with there trucks if they wish to, but critically they now can not get a firebase up at docks until they have captured south city which any rush they do pull off, unless they are really lucky or skilled will most likley be beaten off by the USMC troops landing in and with the attack huey. They will also most likely loose one of there valuable transport trucks that don't respawn in doing so. No reinforcements will really be available after the rush unless the MEC team want to risk not capturing the flags up to the docks which will not only mean they will leave an open path for the USMC but also there assets wont spawn in as quickly.
This I hope will bring the fighting away from docks at the start of the game (other than possibly a small rush) and will bring it more into the city where the map really shines and doesn't mean the MEC can crush the USMC with one feel swoop.
I hope this is what your all looking for and when I get round to doing the Muttrah City (v2.5) update I'll then consider some drastic changes other the maps gameplay layout
Control Point Setup
First of all for the Flag setup, I've merged the old East and West City Centres into one City Centre flag and also fixed the fort flag radius again so its only inside the fort so players outside of the fort can't cap the flag. I've also made South City neutral on the game start and I've also moved the North City flag radius a little more to the north.
As well as that I've made it so that the USMC can't bleed the MEC out unless they capture the fort itself and only then do the MEC get a super heavy bleed. With any luck this should mean that we might get some combat in and around the fort on some games before the the MEC runs out of tickets. To compensate for this I've given the USMC 50 more tickets than the MEC since if the MEC defend the fort well they should be able to easily knock off that many tickets off the USMC when they are attacking it.
USMC Setup
For the USMC I've basically reverted back to the old setup, attack huey spawning at the start with no respawn and replaced with a cobra later in the game on a 20min spawn delay. Only thing different from .87 is that instead of having two little birds that don't respawn I've replaced them with anouther Huey that doesn't respawn and also made one of the re spawning hueys (out of two) have a max number of 2 two spawn. Also the USMC do have the vehicle depo and the logi truck that spawns once the docks is capped like before.
What USMC start with:
And What respawns/spawns later for USMC (+ the APCs, Logistics Truck and Boats):
MEC Setup
For the MEC I'm only having them start off with 4 transport trucks and one support (no gun) BRDM that all of them do not respawn. I've then put the 3 APC (down from 4) spawns, one BRDM (with gun), one UAZ and two Logistics trucks all connected to South City (which is now neutral on game start) so the MEC must cap that flag before there stuff starts spawning. All of this stuff respawns and the APCs + BRMD has a spawn delay.
What the MEC start off with (none of which respawns):
What spawns for MEC strait after South City is captured:
What is on spawn delay after South City is captured:
This setup still allows for the MEC to rush the docks with there trucks if they wish to, but critically they now can not get a firebase up at docks until they have captured south city which any rush they do pull off, unless they are really lucky or skilled will most likley be beaten off by the USMC troops landing in and with the attack huey. They will also most likely loose one of there valuable transport trucks that don't respawn in doing so. No reinforcements will really be available after the rush unless the MEC team want to risk not capturing the flags up to the docks which will not only mean they will leave an open path for the USMC but also there assets wont spawn in as quickly.
This I hope will bring the fighting away from docks at the start of the game (other than possibly a small rush) and will bring it more into the city where the map really shines and doesn't mean the MEC can crush the USMC with one feel swoop.
I hope this is what your all looking for and when I get round to doing the Muttrah City (v2.5) update I'll then consider some drastic changes other the maps gameplay layout
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Maybe the city center should be a bigger flag? theres a significant part of the city that isn't in play apart from if there are firebases there as a result.
Even if teh capzone strays in to the water, I think it should be bigger.
But as always Rhino, your work is great, and I'm looking forward to seeing it.
Even if teh capzone strays in to the water, I think it should be bigger.
But as always Rhino, your work is great, and I'm looking forward to seeing it.
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Ye, the problem with making it bigger than it already is it is goes a lot into the water but worse than that it also goes into the hills etc where I want the fight to really be in the city for the flag. Its already in the hills a tiny bit as it is hehe. These areas will still come into play, not only from firebases etc but each team has to cross though these parts of the city in order to get to the next objective which dose lead to combat there
Really the single Centre City flag is a test, hoping that it will allow the fight to move faster into South City etc but if it dose or doesn't work out I can always change it in the 2.5 update
Really the single Centre City flag is a test, hoping that it will allow the fight to move faster into South City etc but if it dose or doesn't work out I can always change it in the 2.5 update
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USMC needs infantry spawnpoints at the docs if not the mec rush would still be too powerful.
+ maybe two trucks at docks in the beginning get a chance to do do the same rushes as the MEC does every time. The choppers just take too long to get in the air.
+ maybe two trucks at docks in the beginning get a chance to do do the same rushes as the MEC does every time. The choppers just take too long to get in the air.
Get PR-Mumble 1.0
RealityTeamwork
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and spawn point at docks would completely ruin the feeling of flying into battle etc and you can always have one or two choppers fly beyond docks to North City etc to dig in there.Himalde;bt3497 wrote:USMC needs infantry spawnpoints at the docs if not the mec rush would still be too powerful.
+ maybe two trucks at docks in the beginning get a chance to do do the same rushes as the MEC does every time. The choppers just take too long to get in the air.
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All good but taking out the LBs, the LBs are a great part of Muttrah as it was, precise insertions of squads on rooftops were one of the most awsome things there was, I know most of the time the LBs would go down rather quickly but I´ve allways managed to keep them round out and having a special squad moving from place to place with them, it´s all about being cautious.
Maybe you could keep one of them atleast for the people who know how to use it and want that fast insertion squad play?
Maybe you could keep one of them atleast for the people who know how to use it and want that fast insertion squad play?
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Ye, I was tempted to put the little birds back on the map simply because they have a much shorter warm up time and as such you can get to docks faster at the start of the round with them but the big problem about them is its unrealistic for the USMC to use little birds since they are a US Army helicopter
I just had the story line in the past that the US Army lent some LBs for the invasion but ye
I just had the story line in the past that the US Army lent some LBs for the invasion but ye
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The LBs may return to Muttrah at some point in the future but we will have to seeKirra;bt3502 wrote:R.I.P. Littlebirds on Muttrah. It has been fun.
Ye, the problem with the cobra being attached to the docks spawn is that it really encourages the MEC to rush even more to prevent the USMC from getting it. Yesterday in a round we managed to delay the USMC from getting the Cobra for over 30mins until they finally captured docks (for 5mins before we capped it back) and then it was shot down in less than 5mins of it being in an air just because the pilot flew into a hot zone.LudacrisKill;bt3503 wrote:I preferred cobra no respawn and 2 attack hueys but I think for public play its better the you have done it.
Also with the cobra attached to the docks flag and not having any attack chopper spawning at the start of the round you do not have any air power to help counter a MEC rush.
If the Cobra was to spawn at the very start of the round it could really rape the **** out of the MEC before they have a chance of getting up AA etc and when they are in semi-predictable locations coming out of there main and capping the flags where while the Attack Huey is powerful, it can't do as much damage nor precise damage like the cobra.
So ye, IMO this is probably the best compromise for at least public play
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Well they don't have a UAZ at the start of the game and if they did rush them with everything they had then they delay the time there other stuff spawns even more as well as take a huge camble on if they are beaten off by the USMC they have nothing to fall back onto, thou if the gable dose work they can win but that's unlikely when the USMC has air support from the start and APCs coming up to shore with the rest of it[R-MOD]Mongolian_dude;bt3505 wrote:This definitely is a step in the right direction, but it doesn't negate the difficult fact that the MEC can just rush the docks with everything they have except for half a squad in a UAZ.
..m..
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LudacrisKill;bt3503 wrote:I preferred cobra no respawn and 2 attack hueys but I think for public play its better the you have done it.
I Must say, I Was hoping that the attack Hueys would stay and the Cobra would go. The cobra is just to easy to kill. It can't take a single stinger hit. But the Hueys can.
But I am looking forward to so fort action. Breaching and defending is going to be a blast (c4 knocking at your door).
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nice. hopefuly this will balance the map, and rely on inf fighting around the city. this will prevent USMC having half of the team in asset squads. hoopefully 3 trans pilots, 3 cobra, 4 LAV, still 22 guys in infantry, as oposed to MEC. 6 guys in BTR (+ maybe 2 in BRDM)
when will we have a chance to test this out?
when will we have a chance to test this out?
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