Maamyyra

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About Maamyyra

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    Squad Leader

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  1. FOB ammo abuse

    Ammo boxes should have their own pool of supplies. They could still take those points away from resupplying/kit switching, but it wouldn't decrease the ammo points of FOB's anymore. You could see its available supplies by looking at it. When all of the ammo is gone, only the pallet will stay on the ground.
  2. Raider Anti Tank

    Yeah, 1 AT grenade should be able to eventually destroy Humvees after taking some burn damage.
  3. Assets and FOB Costs

    If you play anything else than public you can see why you are wrong. For the emplacements use, i don't like to use them a lot because they give away FOB locations unless the enemies has attack on it already.
  4. Assets and FOB Costs

    Are you sure your have correct words? My understanding of 40mmrain's post is perfect example that ticket losses of vehicles/assets discourages their use. Like he/she said, without ticket loss, it encourages players to use vehicles as taxi, drive them straight to enemy positions etc. without any penalty.
  5. Assets and FOB Costs

    Defending FOB's is 2 sided sword. 1. If you are defending FOB area, the enemy soon knows that you are there -> they start to investigate the area why you are there->finding FOB and take it out 2. No defense on FOB will get more players to objectives->Will probably take much longer time to find by enemy. but if they do find it -> finding FOB and take it out.
  6. Assets and FOB Costs

    Little off-topic but what if enemies would lose tickets from rally's by how many spawns it has left when clearing them.
  7. Assets and FOB Costs

    +1 for this. They could also add the ammo/construction points to the list, maybe 100 points=1 ticket. So up to total it would be 30 tickets loss from these points only. But for this they could probably reduce the cost of the FOB itself to 10 or something (+ losses from assets/points). This should encourage teams to dig out their unneeded FOB's even if there aren't any assets placed. And if the other team is losing hard on tickets, they could turn the tides by digging enemy FOB's that has lot's of stuff in it.
  8. Newbie notification (suggestion)

    Yes i meant that when you dig up enemy FOB, they will get alert they shouldn't see, just like with rally's
  9. Destroyable buildings

    What if explosives would affect as "shovels". Say you shoot razor wire or sandbag with rpg, when it hits the asset it will dig-up the asset. Or if indirect hit, maybe un-dig it to 0-100% based how close the explosion was. This way you could get around the engine/game limitations and make the asset "destroyed". Tho i have no idea how hard this would be to implement in the game.
  10. Newbie notification (suggestion)

    I think this should be only available to admin cam/streamers. For example you will notice that your FOB just got dig-up giving you info you shouldn't probably not know yet.
  11. Night games

    I love the night version maps, but there is no reason to play them when everybody cheats with gamma as said earlier. Removing the gamma from the settings is a good start and would stop probably 80-90% of players abusing it when you have to change your monitor settings instead of in-game.
  12. Leaning mechanics

    Is it really that hard to press the same button again to stand normal? It's much faster to clear houses with the current system. You lean to the other way to check corner, if it's ok you need to turn to the other corner. When turning, you start to lean on the other way.
  13. I have thought the same idea.+ It would be great if we could create and save our own sandbag (or other) formations that you use daily. For clearance, you first create your model with SDK or something. -> import it to squad and it will list on buildable objects among others. These however could only be made by existing materials so the game can know how much they "cost" e.g. You have created defense fortification including: 1 HMG bunker, 4 sandbags and a razor wires around it. It works similar than current system but is much faster to get it up and running when you can place all these with one click. + you don't have to fiddle everything to same position every round when making similar defenses, but you'd still need to dig them one by one.
  14. Yes they are powerful, and they should be. This suggestion would only make Militia scouts more "army" styled than INS scouts are. 2nd. It will only speed up the time how fast you can deploy mines when you have 2 instead of 1 (Total 4). Not only it fits the faction more and is also more realistic. You may not realize how many mines troops IRL deploy on the ground to block/slow down the enemy paths. No this game ain't RL, but it doesn't mean that we cannot use realistic amount of explosives either.
  15. The title says it all. It would fit the faction much better than IED's (not saying they don't use them). And maybe increase the amount of active mines to 4, but leave INS at 3 (they still have those IED's) + Fingers crossed for AP-mines.