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Nevertheless, whilst you say that you use AA, AT, and such and still are not able to hold anything (which I guess is a massive exaggeration to bring across your point) I am not sure if you maybe have some issues with either mods or else. We have 2 servers running 24/7 and we at average complete one campaign per week, sometimes two or more.
So whilst I understand your frustration I don't believethat the whole problem is solely based on the mission itself. Could be mods, could be playstyle. But that's just me guessing, so no offence intended.
If you and your unit might want to check out the next version of Antistasi, we currently are beta testing it on our servers. Those servers are for everybody open to join.
Hop on our discord for more information if you are interested.
This has caused my Unit to be very very very upset with the quality of this Antistasi. We use AA, AT, and Tanks, Bradleys and so forth, and its never ending. Even if we do manage to wipe out a few QRFs they eventually overwhelm us, this leads to never being able to capture and hold anything. Horrible Antistasi. its just, horribly bad, i cant even laugh at it.
Fix your Shit and balance it, no more Infinite QRFs, and for the love of god, fix the Insta-Capture issue
@Snake You can't add things to the list, just change them out unless you want to rewrite parts of the UI. The system is old and will be replaced with the next major release either way.
Thanks ! :)
Flipping any flag will result in the enemy sending some form of counter attack; in the current version this includes any quick back and forth switching of the flag due to simply being outnumbered at the outpost. This should be getting fixed in the next version (along with many many other changes)
this is making low amount of player coop very hard since the AI will be very relentless anyway since the start. (in fact i have never seen a land based QRF except when it is a blufor attack event)
Rank improves mostly with kills yes, but also completing missions given by petros and donating money to the faction. However failing or letting missions time out, and also taking money out of the faction can lower progression of the rank.
However don't worry too much about it as rank doesn't do much in the mission. It's mostly just bragging rights and only has benefit when the automatic commander switch is turned on.
The persistant save for this antistasi I've had 99% zero problems with on a dedicated server.
There was the odd time the server got restarted a little too soon after saving, corrupting said save but having a backup of the .vars.arma3profile can be useful if you're finding yourself doing this often. It's where the save data for this mission gets stored.
As for the AI thing, no.
Mostly started with bug fixes which are way to many to mention
Now there is 3CB's Factions and BAF supported.
New vehicle garage system
New enemy support system
The crates that surrenders drop are buyable and have the ability to move nearby loot into the crate and then into vehicles.
Couple of new missions (Destroy / Claim downed helicopter, salvage supplies from nearby seaport)
and a whole other bunch which is just too much to mention. To really get an idea you would have to go through the "change notes" tab above. There won't be huge differences as this version continues to keep the vision Barbolani had.
The development team will always insist to not use AI mods as if it does break the AI, it's nothing that can fix because as mentioned, already an AI mod being used.
Dev team are looking to replace UPSMON at some point, but no ETA.