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barbolani

[SP/CO8] A 3 - Antistasi Altis.

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The difficulty hasn't increased. You just need to adapt.

Some tips:

Early on, you should not expect to capture and hold points. Your goal should be to get in, take something, steal as much gear from the dead as you can, and get out before the retaliation strike hits. Do this to build up your gear and resources. Also do Logistics missions. You get good rewards for them with little to no danger, and this makes citizens happy and will convert towns to your cause. When this happens, your money income and manpower incone greatly increases.

You need to do all of this, and spend enough on Upgrading your AI, having a squad, and having AI squads before you can hope to capture and hold major objectives.

For easy to manage stuff, clear roadblocks and outposts, ambush convoys, and do hit and run attacks on outposts and other things.

Additionally, all Reinforcements cone from bases so before you attack something, you can set up mines on roads to disable the vehicles before they arrive, giving you a fighting chance at keeping things.

You can't play this lime an easier mission like say, Liberation or similar CTI maps, it is for a long time about building your resources, more than it is about holding objectives.

 

Hi uhh, thanks for the tips? But I've been playing this mod for over a year (almost since the beginning I think?) so I know what to do, and the difficulty has increased quite a bit from what it used to be. Combination of lower income, lower rewards and harder missions (or rather, missions now commonly target military bases for POW rescue/assassination/steal ammo truck missions), and more/better armed AAF soldiers now patrolling cities. Combined with Arma 3's legendarily awful AI and it's very frustrating playing alone, to the point I think I give up. I've completed like 2 missions fully in the past 2 days where-as 6 months ago I almost never failed any mission. I get that the way it was made it probably too easy for groups of players in co-op mode but as a single player it's just too fucking much. I'm actually quite frustrated right now and had to rage quit the game. At least before, I could spam AI squads to help me but that's no longer an option. Unless they're max trained these FIA AI are useless. So it's basically 1v100000 :(

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Hi uhh, thanks for the tips? But I've been playing this mod for over a year (almost since the beginning I think?) so I know what to do, and the difficulty has increased quite a bit from what it used to be. Combination of lower income, lower rewards and harder missions (or rather, missions now commonly target military bases for POW rescue/assassination/steal ammo truck missions), and more/better armed AAF soldiers now patrolling cities. Combined with Arma 3's legendarily awful AI and it's very frustrating playing alone, to the point I think I give up. I've completed like 2 missions fully in the past 2 days where-as 6 months ago I almost never failed any mission. I get that the way it was made it probably too easy for groups of players in co-op mode but as a single player it's just too fucking much. I'm actually quite frustrated right now and had to rage quit the game. At least before, I could spam AI squads to help me but that's no longer an option. Unless they're max trained these FIA AI are useless. So it's basically 1v100000 :(

Weird, I haven't noticed anything of the sort. Perhaps just bad luck on what missions you're getting? I also don't have any issues with AI, but that's probably due to playing on a dedicated server with headless clients. But even if nobody else is on but me, I don't have any issues completing stuff.

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Loaded a persistent save and there was a "Press" guy hanging around my base.

 

1Dw3wyz.jpg

 

I suspect he is a spy so I might shoot him.

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lol no! NATO hates that!!!

 

zverofaust: Lots of things have changed since you've been here.

 

Generally speaking sidemissions are harder and more interesting (some of them were cakewalk).

 

And yes, the HR now is a challenge, as in the old days was a useless parameter (FIA earned too much).

 

My recommendation is to check the changelog in steam, reading at least everything regarding "NEW FEATURE" and "IMPORTANT".

 

SP is harded than MP, with no doubt. In 1.0 I'm planning to give some bonuses to make things easier.

 

Anyway if you want to try a nice MP experience I recommend you to take a walk on the official server and join us.

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lol no! NATO hates that!!!

 

zverofaust: Lots of things have changed since you've been here.

 

Generally speaking sidemissions are harder and more interesting (some of them were cakewalk).

 

And yes, the HR now is a challenge, as in the old days was a useless parameter (FIA earned too much).

 

My recommendation is to check the changelog in steam, reading at least everything regarding "NEW FEATURE" and "IMPORTANT".

 

SP is harded than MP, with no doubt. In 1.0 I'm planning to give some bonuses to make things easier.

 

Anyway if you want to try a nice MP experience I recommend you to take a walk on the official server and join us.

 

Yeah it's DEFINITELY more challenging, and also definitely more frustrating, but maybe definitely more rewarding ;) I like most of the changes, but of course, there's a couple I don't... namely, I don't like auto-capture of an outpost when I wipe out all the AAF troops and get close. IMHO it should be up to player decision whether he wants to try and hold the location or simply hit & run, kill everyone, loot all the equipment and leave. Taking and holding a location is a big investment that shouldn't happen automatically. The AAF counter-attack that triggers very quickly when an outpost is auto-captured means I don't even have time to loot bodies and equipment before huge AAF forces are there. In other words, auto-capturing basically makes hit & run style guerilla tactics to gather ammo/equipment pointless, or at the very least needlessly difficult.

 

Other thing is, the CSAT attack on Petros triggers way too quickly - basically the instant a Traitor reaches an AAF base CSAT forces spawn very close to Petros. On several occasions after the Traitor escaped my attempted assassination I couldn't even REACH my HQ in time before CSAT attacked & killed Petros, making it simply impossible to defend him. If CSAT spawned at their carrier and had to travel to my HQ that would probably be better, at least I'd have time to save him!

 

And yeah I've been reading through the changenotes.

 

As for public server, how do I find it? I have very very little experience with Arma 3 multiplayer. Also I'm not a very sociable person. I like my single player experiences most of the time :)

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:)

 

About the auto capture, don't worry as in 1.0 AAF will may call for reinforcements anyway even when you have not captured the place, which is more realistic. Opposite to what you say, this makes action become real hit & run. If you are not in position of holding the place, then you better go out and live.

 

The CSAT punish, yes, the intention is tu simulate CSAT made a good approach study on the HQ position, so the mission launches anyway. If not, players can become "invulnerable" to those missions as they know from where is coming the attack.

 

It is instant, as the Traitor has been for some time meeting CSAT and when he's aware his life worth nothing for FIA is when he finally telss HQ position.

 

Antistasi multiplayer seems much more fun and respectful with the player way of playing than the standard COOP. Just because we are a whole bunch of militia, every player must tolerate any non cooperative or clumsy actions from anyone. Exception to that is of course creating bad ambient, trolling or trying to use mission mechanics to ruin it.

 

Directions: go to Antistasi steam forums and check the Official Servers thread.

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:)

 

About the auto capture, don't worry as in 1.0 AAF will may call for reinforcements anyway even when you have not captured the place, which is more realistic. Opposite to what you say, this makes action become real hit & run. If you are not in position of holding the place, then you better go out and live.

 

The CSAT punish, yes, the intention is tu simulate CSAT made a good approach study on the HQ position, so the mission launches anyway. If not, players can become "invulnerable" to those missions as they know from where is coming the attack.

 

It is instant, as the Traitor has been for some time meeting CSAT and when he's aware his life worth nothing for FIA is when he finally telss HQ position.

 

Antistasi multiplayer seems much more fun and respectful with the player way of playing than the standard COOP. Just because we are a whole bunch of militia, every player must tolerate any non cooperative or clumsy actions from anyone. Exception to that is of course creating bad ambient, trolling or trying to use mission mechanics to ruin it.

 

Directions: go to Antistasi steam forums and check the Official Servers thread.

 

Reinforcements are one thing, they're usually just 1 truck or APC right? I can deal with that alone. But when 3+ aircraft and tanks/infantry, a whole combined arms force attacks minutes after I kill the last soldier, there simply is no way for me to have enough time to loot anything. This adds compounding difficulty since I can't get access to enough weapons to defend against increased spawns!

 

As for Traitor CSAT attack on HQ, I understand why it's done, but again, if CSAT is killing Petros before I have any sort of chance whatsoever to even get back to the HQ let alone defend him, then what's the point in me even trying those missions if it means I lose everything if I fail lol

 

Anyway, some other bugs:

 

  • Roadblocks respawn on Persistent Save load. Unless there's mechanic I'm missing and didn't notice in patch notes.
  • Getting stuck in vehicles is becoming common. As in like I said, completely stuck, unable to move, unable to get out, unable to do any commands. I tried to Google it but there's very little info but there was something about it being a case of disabling vehicle simulation. And I noticed it only seems to happen with civilian vehicles that I've taken from a city and move far away with. Could it by any chance have something to do with despawning a city's vehicles/NPCs? EDIT: This has happened 4 times all with civilian vehicles that spawned at a town and then drove far away. I don't remember the first two times, but the second two times it happened I had murdered civilian driver to take the car, then when I got about 1.5km away from the town it froze. 
  • Also occasionally I am seeing AI squadmates "lose" their weapons when they get in the back of a truck. It happens with both civilian trucks when Undercover, and military trucks (Offroad) when not. They lose ALL their weapons, including magazines, grenades etc. EDIT: This may happen if I have AI squadmembers in a vehicle and then empty vehicle cargo to ammobox. I'll test further.
  • CSAT Punishment lol. 3 x KA-52 + Napalm bomber with only 15 CSAT support for AAF. This is insane. No way I can stop this solo in early game (I haven't even found a Titan AA yet, I had to buy a Static AA and it didn't even have enough ammo to kill them all). I think this needs to be nerfed a lot and scale better with AAF CSAT support level. IE low level early-game it should be like 1 helicopter or 1 squad or something. There's no need for it to be that intense right at the start of the game!

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Thank's to barbolani for outstanding work!!!

Just one question...... how does "steal static" work? I choose this function and I don't find stolen static mg anywhere. Pls help :mellow:

I'm glad to see new "Perk" feature in this mission

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Okay, something bizarre just happened. I destroyed a Radio Tower and got an Interrupt Rebuild mission to stop AAF from rebuilding it. I was on my way there driving in a truck and suddenly WOOSH - I got teleported right to the repair truck from about 1km away. I was taken out of my truck and so very quickly died as I was surrounded by all the AAF soldiers at the outpost. 

 

EDIT: Yep, this happened again. When you get a stop rebuild mission you'll teleport to the AAF repair truck when you get within about 1km of it. Only seems to happen once (if you go back after dying you won't be teleported to it a second time). 

 

EDIT2: Got it to happen two more times, it's definitely 100% reproducable. Also, rebuild disrupt missions trigger CONSTANTLY. Whenever I kill the repair truck a new disrupt mission will trigger within 5 minutes. At least they're somewhat easy - just run naked with only a satchel, get teleported to the truck, plant satchel and suicide bomb it. 

 

EDIT3: After further investigation I think the teleport happens when the Repair Truck spawns once you get within spawn range of it's location (which is like 1.3km or something like that?)

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Reinforcements are one thing, they're usually just 1 truck or APC right? I can deal with that alone. But when 3+ aircraft and tanks/infantry, a whole combined arms force attacks minutes after I kill the last soldier, there simply is no way for me to have enough time to loot anything. This adds compounding difficulty since I can't get access to enough weapons to defend against increased spawns!

 

As for Traitor CSAT attack on HQ, I understand why it's done, but again, if CSAT is killing Petros before I have any sort of chance whatsoever to even get back to the HQ let alone defend him, then what's the point in me even trying those missions if it means I lose everything if I fail lol

I'll try to comment on this from an SP perspective (~50h into current game):

 

3+ aircraft/helis and a column is not "reinforcements", that's a proper counterattack. Those are quite overwhelming in the beginning of the game when the AAF has plenty of funds and income. It does, however, become much more manageable once you've overcome the initial onslaught. They run low on funds (110k+ down to 2-8k aka "poor"), which is when counterattacks happen less often and are more infantry-based than before. The early columns of 2 Gorgons, 2 Moras, a Strider and some infantry turn into a Strider and some trucks. You still get the occasional armoured column, but much less often.

 

These early columns present a window of opportunity though, although it might be a bit gamey. If you manage to unlock PCMLs or even Titans, you can drive the AAF into financial trouble really quickly by employing hit-and-run tactics from 1k+ away.

 

Generally speaking, don't bother trying to defend against these monstrous displays of power. Poke the bear, retreat into the mountains and rain hell down upon them. The initial poking can easily be done with a mortar, which is the single most powerful piece of equipment you can acquire in SP. A pickup or an SUV full of PCML combined with a mortar is entirely too much for the AI to handle as long as you can avoid being spotted from the air.

 

As for air attacks: destroy a roadblock, steal a static .50cal and set it up at your favorite position for mortar attacks. UAVs and gunships remain a threat, but all the other helicopters can easily be taken down with a static MG. A static AA works against UAVs if you set it up in your mortar base, but you risk loosing it to counter-fire from enemy mortars.

 

You can grab enough gear at roadblocks to unlock the most fundamental neccessities: PCMLs, NVGs, assault rifles, armour, 40mm HE.

 

For me, the level of difficulty dropped massively once I unlocked the tools for long range combat: Lynx, Titan AT, LRPS/DMS/TWS/Nightstalker. The AI, unfortunatly, is still helpless when being engaged at 800m+. Properly guarded convoys still are really difficult if you are the only thing drawing their attention, but everything else, including taking and holding bases, becomes manageable. Mortar + Titan go a loooong way.

 

That said, it's soooooooo much easier in MP.

 

PS: the default area is a nightmare, despite safer routes for NATO. It provides plenty of spots for ambushes, but troops from the base arrive very quickly which leaves little time to salvage gear.

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Thank's to barbolani for outstanding work!!!

Just one question...... how does "steal static" work? I choose this function and I don't find stolen static mg anywhere. Pls help :mellow:

I'm glad to see new "Perk" feature in this mission

If you "steal" a static, it is disassembled and two backpacks spawn on the ground: one for the bi-/tripod, one for the weapon. You can then grab those backpacks and either store them in your arsenal or you can reassemble the weapon at base and store it in your garage. Or you can set it up in a controlled area for the AI to man it. Persistant save includes deployed static weapons.

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Thanks percster!

 

@zverofaust: percster answered you regarding the big attacks, about the other issues:

 

- Roadblocks: Yes. Main cause is they are dynamic: on each load, a new set of roadblock positions is created. So, I cannot store what roadblock you own or not. The only thing I can do is not to spawn roadblocks near owned zones or HQ, but for the engine, each roadblock is new.

 

- Traitor: if you see the traitor is reaching the base and you can't stop him, you know what to do. That's your time.

 

- Stuck vehicles: Got it. Your info was the key. Will solve it in 1.0. For sure non stolen vehicles will work in the meantime. Thanks!

 

- AI "lose" their weapons when you become undercover. They should recover them once you / they lose Undercover status. Sometimes they dont lose their weapons (on/off solves the issue) and sometimes I find one AI not recovering them, but should work in most of the cases.

 

- CSAT punishments. Yes, I agree. In 1.0 the mechanics are changed, no punishments if you don't own any base. Also it will be harder to reach 0% support on AAF for a city.

 

- Teleporting: Yes, I forgot to delete a debug line in that mission. Thanks! Solved in 1.0.

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- AI "lose" their weapons when you become undercover. They should recover them once you / they lose Undercover status. Sometimes they dont lose their weapons (on/off solves the issue) and sometimes I find one AI not recovering them, but should work in most of the cases.

 

 

 

It definitely wasn't an undercover issue. Both times it happened, when I got out of the vehicle, I had my weapons etc but all squad members had lost all their weapons. They were permanently gone from ALL squad members (all 5 of them). The second time it happened it was after entering a military offroad so I never went undercover in the first place. I checked and it definitely isn't emptying the vehicle to ammobox unless it's a combination of that and other things.

 

Glad I'm able to help with freeze/teleport issue tho. Also I noticed after loading a persistent save of that playthrough I'm no longer being spammed with constant, repeated tower rebuild disrupt missions - but it definitely did spam them after I first blew up a radio tower.

 

EDIT: I figured out what it is. If you die while away from your squad and respawn, all squad members in the BACK of an offroad/truck will lose all of their weapons just like you do when you respawn. But any squad members in the front passenger seat of a vehicle will keep their weapons as normal. So for example, I recruited 5 squad mates and put them in an Offroad and told them to stay there. I then went off and died. When I respawned all squad members in the back lost all weapons, but the one in the front didn't.

 

EDIT2: While I'm here, I wanted to say I love that you put a bunch of clothes in the Arsenal by default. But I wanted to ask if you could also add the "Guerilla Apparel". It's this one, which used to be what the AT FIA dressed as. 

 

EDIT3: Welp it seems emptying a loaded vehicle with squadmates in the back MAY have something to do with wiping weapons. I bought a Military Offroad, was using it to help put stuff in the Ammobox and had 5 guys in it. I emptied into the ammobox and checked and everyone still had their weapons. Went about continuing to shuffle stuff around, emptied the Offroad one more time, got in, teleported to a captured Outpost, and all squadmembers who were in the back lost their weapons. Again, it was a military offroad and at no point did I go undercover.

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We just finished it! It ain't that impossible to achieve once you get patient and know how Antistasi works. We played it coop, between 1 and 6 players depending the time of day. We really enjoyed it, we will come back to it after some time. Maybe we'll try to port it to RHS.

 

PS. I am part of the clan that had those problems related to saving the mission while the headless client was down. In the end, some mates managed to make it work. Thanks for all your support Barbolani.

 

mYzeMuC.png

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@zverofaust:

 

I reproduced exactly what you say with no success.

 

If you are able to easily reproduce it. May I ask you to record some video? I will see on detail what's happening, because is not as easy as placing AI in a mil offroad, going far away, die and respawn.

 

@regiregi22: Congrats! Come back in 1.0! I am making some gameplay changes so the game is becoming really interesting!

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@zverofaust:

 

I reproduced exactly what you say with no success.

 

If you are able to easily reproduce it. May I ask you to record some video? I will see on detail what's happening, because is not as easy as placing AI in a mil offroad, going far away, die and respawn.

 

 

Yeah I noticed this too. Haven't figured out yet what triggers it. One time it happened after I empty vehicle cargo to ammobox and then fast travel, other time it happened when I died and respawned. Thankfully it's not too common.

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Hi,

Does anybody know amount of money and Nato support for all mission types?

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My stupid revive lacks of the features of that script, but that script seems very difficult to adapt to the hundreds of features Antistasi has related to revive.

 

That's why I had to build my own system, which works perfectly well nowdays.

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I am not saying what you make is stupid, just the revive event is very basic, you just laying here with option to respawn.

When 5 min pass you come back.

Having possibility to prone to some safe place, or just give last shot would be nice.

Guerrilla are brave hard men.

But if there so many dependencies, well lets play as is. Very good mission btw.

Better that  Liberation.

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Very cool looking mission. I think there is a unit skill error with the basic recruits -take a look at their AimingAccuracy/Shake as after they spawn and you get an error'ed number

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How long to wait 1.0 ?
:P  ;)  :D  B) 


Great, Great, Great mission!!!
 

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I am not saying what you make is stupid, just the revive event is very basic, you just laying here with option to respawn.

When 5 min pass you come back.

Having possibility to prone to some safe place, or just give last shot would be nice.

Guerrilla are brave hard men.

But if there so many dependencies, well lets play as is. Very good mission btw.

Better that  Liberation.

 

No offense. The 5 minutes is a bug, you should respawn. Solved in 1.0.

Very cool looking mission. I think there is a unit skill error with the basic recruits -take a look at their AimingAccuracy/Shake as after they spawn and you get an error'ed number

 

?¿?¿ AI never respawns, just get teleported in SP,

 so if there is some wrong number in aiming skill, it's there since you recruited them. Can you send any rep or pic or whatever with that to check it out?

 

How long to wait 1.0 ?

:P  ;)  :D  B) 

Great, Great, Great mission!!!

 

 

Couple days maybe!!!

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What skill level you have on FIA, and how did you got that report?

 

Hadnt been able to reproduce at all, checked both skill commands in several training combinatios with no weird things, and respawning does not change anything, as expected.

 

Please post here a .rpt of the session where you had been able to reproduce.

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