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Thread: RealityMod.com: Muttrah City (v2) v0.91 GPO Update

  1. RSS Bot FEED's Avatar
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    #1

    RealityMod.com: Muttrah City (v2) v0.91 GPO Update

    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...


    http://www.realitymod.com/forum/blog...po-update.html

  2. Registered TeamPlayer Blakeman's Avatar
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    Re: RealityMod.com: Muttrah City (v2) v0.91 GPO Update

    Goodbye unrealistic littlebirds on my USMC team, you will not be missed for your ease of lost tickets.

    Might be a bit more tactical game now with the MEC not getting an APC till they cap south city.

  3. Registered TeamPlayer DaKillerFox's Avatar
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    RealityMod.com: Muttrah City (v2) v0.91 GPO Update
    #3

    Re: RealityMod.com: Muttrah City (v2) v0.91 GPO Update

    Hopefully this will fix a lot of the issues with Muttrah. I've found that I like the new Muttrah as it feels different than from .87, but last night was a big example of what is wrong with it. While I admit that there were a lot of new players on last night that at first appeared to know what they were doing, didn't actually know as much as it appeared at first. But honestly, I found it very hard to get a FOB up on the USMC side as we didn't have a Logitruck and the only option was Helo's dropping crates. Which when I requested a crate for 15 minutes, I got a bunch of helo's that circled above me but didn't actually drop any friggin crates. I understand that is a team and player problem, but there needs to be another option. Glad that they are bringing back the Logitruck spawn at Docks, once you capture it.

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    #4

    Re: RealityMod.com: Muttrah City (v2) v0.91 GPO Update

    Good fix. Nice one with the castle, that place sure misses out some great potential action.

  5. Registered TeamPlayer DaKillerFox's Avatar
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    RealityMod.com: Muttrah City (v2) v0.91 GPO Update
    #5

    Re: RealityMod.com: Muttrah City (v2) v0.91 GPO Update

    I also like that they combined West City and East City into a central flag. It takes time for USMC to get organized with pilots and what not that by the time you get on land, the MEC have both already after you get Docks and North City. Then it's a tug of war to get one at all. I've hardly ever see any fighting near the Fortress, I always thought it was just there for novelty sake.

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    Re: RealityMod.com: Muttrah City (v2) v0.91 GPO Update

    Quote Originally Posted by DaKillerFox
    I also like that they combined West City and East City into a central flag. It takes time for USMC to get organized with pilots and what not that by the time you get on land, the MEC have both already after you get Docks and North City. Then it's a tug of war to get one at all. I've hardly ever see any fighting near the Fortress, I always thought it was just there for novelty sake.
    When Muttrah 2 first came out the fortress flag was the MECs start base that could actually be capped. There are several sneaky ways into that place besides helo drop or walking in. They ended up moving the MEC main back to that small neighborhood so that they wouldn't get rocket huey raped at the beginning of the round and also not as easy pickings from the rest of the city.

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