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Old 03-16-2007, 05:53 PM   #16 (permalink)



 
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Re: Winning on Muttrah City

Is it the spawning on the SL that's cheap or the objective itself? I assume it's the former... that you wouldn't have a problem with the tactic if the squad didn't delay spawn - instead going along for the ride, each w/ their own chute?

Haven't spoken to any Dev's personally, but I was under the impression parachutes were removed to keep prevent people from jumping off 30 foot buildings... not to prevent RL tactics. So it doesn't seem like it's "gaming the game" to me anymore than having your squad hold spawn while you transit in a 2-seat buggy. I'm looking at it as a way to implement airborne troop insertions... honoring the spirit of the game...

<shrug> to each their own
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Old 03-16-2007, 05:59 PM   #17 (permalink)
 
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Re: Winning on Muttrah City

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Is it the spawning on the SL that's cheap or the objective itself? I assume it's the former... that you wouldn't have a problem with the tactic if the squad didn't delay spawn - instead going along for the ride, each w/ their own chute?
Absolutely. Given the lack of 'chutes, I don't think the OpFor is going to be prepared for the sudden spawn of possibly the entire team. If executed well, it could definitely throw the MEC team off balance, but it seems very unsporting.

I understand why parachutes were removed, and couldn't agree more. Unfortunately, it's also meant that some of the ideas here can't be executed in a sporting fashion.
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Old 03-18-2007, 05:12 PM   #18 (permalink)
 
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Re: Winning on Muttrah City

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There's FIVE AA's? hm... well only one covers hotel and one covers docks right? so at a minimum, you only need those two down... once you have those two flags, you have a foothold and can ferry troops to shore relatively safely.... setup RP's to the far E and W and start pressing on the city and the MEC RP's.
Problem is AA is not only effective on helos, it's much effective on infantry as well, and it can hit the ground pretty well. So yeah, we need them all down since we can't man them.


I still haven't had the chance to play Muttrah since this thread came up, but I swear I can't wait to try it!

Root, I love and respect the whole "team-who-plays-together-wins" thingy, but Muttrah is a different story. You can have good squads, good pilots, good CO, however, that map is too unbalanced to their side. If a first incursion fails, which usually do because they rush docks/hotel, then they can easily lock down the city and just frag from incomming helos.

Like I said on my other post, this is cheap tactics, but this is a cheap map also. I think it's pretty lame to keep spawning on the carrier, waiting for a chopper to spawn and then get slaughtered as soon as I get any close to the city.
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Old 03-18-2007, 09:35 PM   #19 (permalink)
 
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Re: Winning on Muttrah City

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Root, I love and respect the whole "team-who-plays-together-wins" thingy, but Muttrah is a different story. You can have good squads, good pilots, good CO, however, that map is too unbalanced to their side. If a first incursion fails, which usually do because they rush docks/hotel, then they can easily lock down the city and just frag from incomming helos.
It's a really, REALLY hard map for the US. I think when we figure a collective way to beat the MEC, it'll be most satisfying.
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Old 03-18-2007, 09:41 PM   #20 (permalink)
 
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Re: Winning on Muttrah City

Why don't the devs just increase the parachute height to something more along RL lines?
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Old 03-19-2007, 02:08 AM   #21 (permalink)
 
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Re: Winning on Muttrah City

I think this map might be suitable for the "forward base of operations tactic" explained here: http://www.tacticalgamer.com/battlef...co-report.html

However it would make it impossible for the us to cap the first two flags. So bleed would have to be stopped and then good defense would have to make a ticket difference. A good spot for a base could be the south east of the map if it is accessible to the choppers vs AA.

Another area could be just on the coastline east of the hotel. If someone tries this as a co, let us know how it went!
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Old 03-19-2007, 01:09 PM   #22 (permalink)
 
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Re: Winning on Muttrah City

Going off on a slight tangent, what this map really needs is the MEC flags to be spread out more, using the southern extreme of the map.
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Old 03-20-2007, 01:21 PM   #23 (permalink)
 
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Re: Winning on Muttrah City

I don't understand why a lot of people here are saying Muttrah is impossible. The problem is, as Root said, lack of coordination in the very beggining. Obviously I'm biased towards the 160th, however I have personally seen well coordinated helo insertions in the very start of the round that led to us having docks, gas station and other squads poised to continue.

This usually invloves at least one squad dropped very rapidly at docks, one squad dropped in the hills behind gas station, and one squad dropped at either the gas station road near the water or the road between gas and park. Those squads easily cutoff the MEC challenge to docks.

I was in a game where there was really well coordinated airmobile and US was very close to winnign the game. We eventually lost because at one point there werent any squads defending anything and MEC captured docks back.
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Old 03-21-2007, 11:30 AM   #24 (permalink)
 
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Re: Winning on Muttrah City

there's so many flags won or lost in the 1st 3-5 mins Muttrah, EJOD (by taking and holding east city) al Fallujah, Jabal Al-Burj (by blocking dam or bridge) that its imperative to get organised FAST.

The USA on Muttrah needs extraordinary teamplay, but, if it slows the MEC advance early from taking the garage and gardens it can easily win. Key is to use the speed of the helos to put blocking forces on the hills and buildings and only 1-2 squads going for the flag.

For Jabal Al-Burj get a 1-2 chooper squads to get on the bridge FAST and defend if they succeed then the dam is cut off and can easily be taken. Key for USA is speed amd mobility. Keep the helos up and the maps easily winnable.

EJOD again hinges on East city....who ever can take and hold this position will win....its easily defensible for both sides and is the route to gardens or the ruins. USA shpuld capture it 1st and needs the to try defend whilst capturing the west flank to assualt west city....... USA should win imo
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Old 03-21-2007, 02:00 PM   #25 (permalink)
 
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Re: Winning on Muttrah City

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there's so many flags won or lost in the 1st 3-5 mins Muttrah, EJOD (by taking and holding east city) al Fallujah, Jabal Al-Burj (by blocking dam or bridge) that its imperative to get organised FAST.
There are maps that require an immediate response, but only in order to gain a foothold. Once that's done, rally points and APC's should be on hand, and the CO should be working out specialist kits with his SL's. Then it's time to deploy the right squads for the right tasks.

After that, the most common need for speed is when you have all the flags in a group, and are in danger of losing one. A fast move on the first flag of the next group will relieve a lot of pressure. The start of each control group is a good time to get re-organised.
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Old 03-22-2007, 12:16 AM   #26 (permalink)
 
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Re: Winning on Muttrah City

The trick to winning is just to secure the hills behind the first base. This, of course, requires competant snipers on the team. Without them, good luck getting to gas station. Your best bet is to spam smoke nades left and rigth. Once you take gas station everything gets a whole lot easier.
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Old 03-22-2007, 12:30 AM   #27 (permalink)
 
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Re: Winning on Muttrah City

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The trick to winning is just to secure the hills behind the first base. This, of course, requires competant snipers on the team. Without them, good luck getting to gas station. Your best bet is to spam smoke nades left and rigth. Once you take gas station everything gets a whole lot easier.
I know from experience that you're a wicked helo pilot...have you tried or seen anyone using an HH-60 to provide close air support to the infantry to help secure a beach-head? I.e. instead of snipers, an orbiting '60 at moderate/far distance suppressing with the mini-guns.

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