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About Maamyyra

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    Squad Leader

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  1. Radial Menu for weapon switching

    I don't mind if we use it as "change ammo type" thing, but for just changing gadgets i would stick with the current version.
  2. Fokke's Battlepics - Highres

    Poor RED team on Yeho got rekt
  3. What are you working on?

    This is coming for FDF mod
  4. What are you working on?

    Trying to make Bmp-2, will see can i actually made it to the end because this is my 2nd model ever.
  5. Bandage doesn't completely stop bleeding

    This ain't topic about medics, this is a topic of normal soldiers.
  6. Bandage doesn't completely stop bleeding

    I did, but none i found was talking about this.
  7. To make Medics more needed, regular soldier should only have some tourniquet like CAT or similar. Also the tourniquets will not completely stop the bleeding so you will still need to find a medic so he can use his bandages to stop the bleed. If grunt bandages remain, if you bleed out, medic should always use the bandages of the fallen before using his own.
  8. AASv(*)

    Just change the count of players needed to cap flags. Atm you can cap any neutral flag with just one guy, but if it would need almost a squad then the pace would be much slower than now. Sure the rushing could still be valid tactic, but you will need much more players capping the earlier flags so it can cost you a game.
  9. Gamemode - CAH

    With bigger maps there could be less objectives in total.
  10. Gamemode - CAH

    Yes this gm would be faster paced than AAS, but still slow enough to maintain control of objectives. Those pics were just example how the gm would be played and the amount of objectives could vary depending map size/amount of players. You wouldn't just drive to other flag asap after you have capped the previous one, because you have to maintain that bonus multiplayer you just got from your cap.
  11. Gamemode - CAH

    You could say it's a mix of (P)AAS,ITC and Conquest, the name could be CAH (Conquer And Hold). You basically try to get as many objectives linked together to get 1 big "circle". The more objectives linked, it will multiply the bleed by x. here is a quick example what the layout could be at the beginning of the round. and this could be in the middle of the game. Team RED has 1x9 and 1x5 bleed. Team Blue has 1x16 and 1x1 bleed While RED team has almost the same amount of objectives, they will have great bleed against them because BLUE team has bigger "circle" connected. but if Team red would cap the objective in the middle, They would get 1x15 bleed while Blue team would only have 1x6,1x9 and 1x1 bleed anymore -> huge bleed against them. The objectives should be somewhat fast to cap to keep the flow going. Didn't find any earlier post so sry if suggested before.
  12. 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.
  13. Raider Anti Tank

    Yeah, 1 AT grenade should be able to eventually destroy Humvees after taking some burn damage.
  14. 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.
  15. 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.