Arma 3
A3 - Antistasi Altis
Terrible Mod/Scenario
I highly recommend people avoid this scenario at ALL COSTS. Petros gets attacked way too often, and its usually attack helicopters (getting annihilated by their cannons), your mortars get insta airstriked the second they are used. Vehicles despawn constantly, you just worked 2 hours to capture that outpost and you loaded the cargo onto the vehicle, then some sniper aimbots you as you pass by a building he hiding in, goodbye EVERYTHING you just worked for, to top it all off the balance is absolute trash, from everything I've read it seems you can't perma unlock the Titan MPRL so if you run out of those GL fighting those gunships that are sent at you every 30 minutes to an hour. This has a good idea behind it, but then it just limits itself and throws balance out the window. Oh, I've also noticed that no amount of AA launchers seem to be able to hold off aircraft, the AI just dies before they react. I had 4 static AA launchers aimed in all directions and they sat and watched a jet bomb them. Great balance!
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Showing 1-15 of 23 comments
DC2Dixon Jun 27, 2019 @ 4:11pm 
Agree mate! I used to love this game mode but when Barbolani updated the mode in October it broke it more than ever. He hasn't even given a update as to if anything will change or if he's done with the mod. I get it's free and he probably put hundreds if not maybe thousands of hours into the mod over the years but IMO it's not hard to give a update as to what he's doing with it.

There were other's involved a long time ago and I think he gave up on it so they took it over. IMO it was a great mod but as soon as he came back to work on it by his self and updated it last it's just broken in so many ways.

Apart from loads of other bugs I spent weeks capturing the whole south east side of the island and had 30+ men in every outpost, 4 each of AA, AT and HMG's. I had road blocks every 1K and road blocks both directions around every outpost. I maxed my AI skill level, had loads of vests, weapons, scopes etc.

Every time there was a attack I didn't stand a chance against the AI (playing solo) No matter how many AI we killed they would keep coming. I would loose 2-3 bases and loads of my roadblocks. I even had watchpost's everywhere hoping my AI would shoot down chopper's/ planes quicker as they would spawn sooner due to my watchpost's being spawned.

I decided to use Zeus to watch a attack and put 4 AA tanks around the base being attacked and I watched from where the AI were attacking from. It seems that even with 4 AA tanks the attacks are nearly impossible to defend (Impossible without Zeus IMO) Every time the chopper's would get destroyed another 5 would spawn at the enemy base and come to attack me. I managed to stop some attack's but only after about a hour of cheating using Zeus.

I watched a few attacks with Nato v Csat and It's the same story. If the enemy decides to attack more and more AI will spawn (the attacking side) until the base/outpost is captured. If you capture a outpost once and the enemy take's it back 90% of the time only 5 men will garrison it (prob only 10 at airbase even)

I came to the conclusion that the only thing to do is not garrison outpost's and just accept you will loose them no matter what you do. The only way to play IMO is capture a base/outpost, leave it empty and when the AI take it back just kill the tiny garrison it will have now and recapture it. Doesn't seem like a fun way to play but after spending weeks grinding the mode to see all that using Zeus I gave up and will only play it again if it ever gets updated.

Like you say there are countless other bugs but seeing all that when it wasn't like that before is gutting after so many hours of building slowly and spending so much cash and HR when nothing you do will stop a attack. I have 900hrs in arma and a good 750 would be antistasi but its more broke now than ever IMO.
Yes, sadly the lack of AA options (Not even an option to get a dedicated missile AA specialist inf squad, like what?) and with the extremely terrible reaction time of AI it seems good AA options would probably be useless anyways it makes this mod probably only tolerable in multiplayer working with players as I don't see any way you could realistically deal with the jet/gunship spam w/o real players sitting there with AA launchers. I'm not sure the despawning of vehicles/cargo is a bug as it is 100% and seems to be a feature, which again for multiplayer probably wouldn't be as much as an issue as it probably wouldn't despawn with other real players right next to it, but in singleplayer with the AI sometimes doing there weird accuracy (or in some cases actually cheating I've had them shoot me through the ground as I was going up to assault the volcano). I've been searching for other alternatives, you seem to have a lot of experience in ARMA perhaps you have some good suggestions?
DC2Dixon Jun 28, 2019 @ 4:38pm 
Ye mate I think most of the things you just mentioned are just Arma AI for you lol! They can be good but can also travel through walls, hide in the ground, shoot through buildings (You will see just there head and gun coming through the side of the building) I know the mod has tweaked AI but Arma AI is Arma AI :)

TBH I find it hard to believe many would have any luck in multiplayer in the later game as you never have unlimited AA ammo so with what I saw from the attacks you would soon run out of ammo. Maybe a group of 20+ players would be ok but IMO 4 people would struggle.

I don't really have any suggestions for the mod in single player without cheating sorry, I can get really far into the mod (War lvl8+) capture and hold bases (at first) but with the AI always winning if they Attack no matter what you seem to do I just gave up. The only thing that makes it easier in single player is using the simple single player cheat mod.

You can do loads with that to help yourself but it is just cheating so not really a fun way to play. It enables Zeus so you can place AA Tanks, Tanks, better AI to help you and also AA teams. You can also spawn tanks to sell, ammo boxes to fill you own arsenal with vests, helmets etc. If you really want to cheat you can even disable damage to you and you AI team mates you get from the flag. Can do loads more but depends what you like to do. The thing I used it for was you can enable the virtual arsenal so can equip any loadout for yourself and AI team mates.

Before the last update you had access to that but it was changed. I used to always like my squad to have British uniforms being from the uk. I would have 2 AA, 2AT, 2HMG and a medic and sniper. Maybe take a look at that to see if it helps and you can watch the attacks for yourself then to see how broke the mode is.

It can still be fun capturing outposts etc but IMO later game it just seems like all the hard work and grind would of been for nothing.
Well said, when I meant suggestions I meant as an alternative to this mod/scenario such as dynamic combat or recon ops or other scenario that might be fun to play.
rg31-mrap Jun 29, 2019 @ 7:30am 
i echo all of what your saying. 3 restarts later play 5-7 people in our group its a nitemere. 8 attack helis to take ONE resource dump......this missions is broken without "cheat" help from zeus. spot on.
DC2Dixon Jun 29, 2019 @ 8:04am 
Originally posted by =EC= Rulerofworlds:
Well said, when I meant suggestions I meant as an alternative to this mod/scenario such as dynamic combat or recon ops or other scenario that might be fun to play.
Sorry mate didn't know what you meant. I only really got into Antistasi as it was the sort of game mode I wanted to find. Capture the island with loads of base's to capture.

Liberation is the only other game mode I have played that has the same sort of gameplay (capture the island) I could never get my AI to revive me if I was injured tho so never got to far into it to know how it plays after a few days/weeks. There are some decent scenario's I have played but most are a single mission that take no longer than a hour or 2 to complete. Maybe ask in the steam forum for suggestions on good scenario's.

Dynamic universal war system game mode is another similar game mode but nowhere near as long as this mode. Still can be fun to play and it has side missions as well as the CTI part. It can be played several times with bases being located in different areas.
DC2Dixon Jun 29, 2019 @ 8:10am 
Originally posted by Stolle:
i echo all of what your saying. 3 restarts later play 5-7 people in our group its a nitemere. 8 attack helis to take ONE resource dump......this missions is broken without "cheat" help from zeus. spot on.
ye Its such a shame as it was never this broke before the last update. Last I know Barbolani had another update planned but noticed he hadn't been online for 6 months until recently. I'm not knocking him as I've had hundreds of hours of fun with a mod he created but just wish he would at least post whether he had future plans for it. I know there were people helping him before that I'm sure would take the mod back but honestly don't know what happened between them all.
Age Aug 2, 2019 @ 4:56pm 
This has been bothering us as well, We have taken over a Resource spot or two along with Radio tower to eastern side of Kavala and the Response was just a group of Helicopters and a drone. We managed to hit a few with Stingers and Javelins..

I called in about a pair of AA Trucks on the hills to try to buy time, but they got obviously completely ♥♥♥♥♥♥, because ArmA Enemy AI obviously 'AIMBOT' realistic that I really just want AI to drop a huge nuclear bomb at this rate...

...but then the Radio Tower night attack from USMC Carrier comes in like a wrecking ball,
They sent a DOZEN of Attack Helicopters, 3 APCs and a C130 from that thing against 14 men garrison. I dont understand, is this an exaggerated sabotage play or just Mission Designer decided to make AI wave its ♥♥♥♥ right on my face? There is barely anyway to lower AI Aggression, especially releasing AI bugs them out, Logistics BARELY drop any Aggression.

Me and my buddy want to use the Undercover system similar to Sniper Elite / Hitman, but ArmA AI's complete ♥♥♥♥♥♥♥♥ on "DETECT EVERYTHING WITHIN 2 KM REGARDLESS OF COVER / WALLS" is unbearable. You'll understand this lost potential when you're doing an Assassination Mission, cause we knew as soon as we went out of a car, the blokes started running. How the ♥♥♥♥ did they know we were instantly armed from three streets away?

Appearantly there is a slight mockery when someone asks for cheats or console commands for Antistasi... I'll be honest to tell you, this is just another CTI that's been presented differently. Makes me miss CTI's on Utes Island. Good times on that trying to begin playing in more strategy way on that one, but the AI is complete garbage here so I cant trust my allied AI to do ANY difference here. Perhaps this is the major problem.
DC2Dixon Aug 3, 2019 @ 3:57am 
Ye having your AI being so dump doesn't help in the slightest! I get the way the spawning works is to help performance but your garrison AA don't see/attack a helo/jet before its to late. Your road blocks are useless as its just a 50cal on a truck so the enemy wipe them out before they even react. Every level you would increase the AI in previous versions would improve the road block so they would have sand bags like the enemy but that feature is also gone now. Unlocking vests and helmets still doesn't mean your AI will spawn with one and why do they only have about 3 magazines? I get you are a rebel force but even when you max your AI skill they are still useless. The amount of times I need a medic/revive and the AI just wonder off doing there own thing is also frustrating. Its such a good idea and when it works its the main scenario I like in Arma but the latest update broke so much it is more frustrating than fun now.

There are versions still being worked on so maybe the steam one will get a update soon but its been nearly a year since the last update so not holding my breath tbh. IMO soviet womble has made the mode so popular but even they gave up with the mod a few months back because it was broken. I'm still glad the mod exists just wish Barbolani could at least post whether he is still working on the mod or not.
Bored Robot Aug 3, 2019 @ 12:02pm 
I've been playing the Tanoa version (just started the Altis version) so maybe there's some difference in the AI there, but I actually found the AI garrisons were great at taking out aircraft so long as I placed AA launchers at high elevations or behind buildings so they couldn't get attacked from their blind side.

In fact for 90% of my campaign I didn't even know garrisoned AI could use static AA launchers and just manually defended every attack solo. Luckily one of the first vehicles I hijacked was a Tigris and my AI gunner was a crack shot (except when he insisted on wasting half our ammo on harmless drones) so most enemy helicopters and planes just evaporated as soon as they spawned.

Once I (finally) realized AI garrisons can use static launchers, I set up 8 launchers and a concrete bunker at my most vulnerable airfield. Every NATO/CSAT attack after that usually only lasted a few minutes while I was on the other side of the map. When I joined a base under attack, it was usually just to watch the fireworks as flaming helicopters and jets were met by 3-4 AA missiles at a time. The one time NATO did manage to nearly retake the base was because a downed Wipeout crashed into the bunker and took out a quarter of my defenders instantly.

Tanoa might simply be easier to defend on, but I'll definitely be back here if it turns out the AI on Altis can't fend off air attacks while the AI on Tanoa mops the floor with them. Also, if you're using mortar teams to defend your base, don't recruit them directly through the garrison menu. Purchase mortar launchers as vehicles and place them manually instead, preferably in safe locations with plenty of cover. Recruited mortar teams get placed directly around a base's flag where all your infantry defenders spawn, which is an easy way to lose your entire garrison in one missile strike.
DC2Dixon Aug 3, 2019 @ 1:25pm 
Maybe Tanoa is easier as I would guess with all the trees and the terrain its harder for the AI to aim at the garrison? I have placed all the static weapons myself then placed down the garrison but for some reason no matter how many I place 9 times out of 10 my garrison looses. Most of the time the enemy shoot before my garrison even reacts to them being there. Only being able to place them 50M from the flag doesn't help either.

Most of the time I play reb V gov which does make attacks happen a lot more then reb V gov V inv. It seems like the latter you can take many bases/outposts and the enemy just ignore you. More often than not the Russians are attacking and Nato do nothing to try and take back territory (at least in my experience) Fighting usaf (RHS) the enemy have so much better weapons and numbers if just playing reb V gov it is hard to make enough HR with how many attacks you have to deal with (even early game) I might try reb V Gov V inv on Tanoa to see if it makes things easier but I find my Fps is a lot worse on that map so never got far into that one. Cheers for the info tho.
Bored Robot Aug 3, 2019 @ 4:31pm 
Tree cover probably does make a big difference. Frankly Tanoa makes a lot more sense for a guerrilla campaign with all the untamed wilderness. You don't see a lot of revolutionary armies setting up camp in the rolling plains of Greece
RichardNixon Aug 5, 2019 @ 3:02pm 
I don't think Tanoa is a requirement. In my 1.3.3 Vanilla Altis game, the static AA launchers also worked extremely well once I figured how to set them up and make the garrisons use them. Already had max AI skill by the time attacks were launched, due to a bug in 1.3.3, but I'm not sure whether the skill matters much.

The static AA guns you get in RHS are strong but I think they get out-ranged by some aircraft, unlike the vanilla Titans which always win until they exhaust their ammo.

In 1.3.5 there's a tricky transition at the point where you want to start holding territory but don't have enough money to max AI skill or spam static defences. Splash all your cash on a defence that doesn't work and you may as well restart that game. It's not newbie-friendly.
DC2Dixon Aug 5, 2019 @ 3:29pm 
I'm not a newbie lol! I have 950 hrs in Arma and probably about 700 of those have been in various versions of Antistasi, Still suck but kinda know what to do. I agree that the Titans are probably a better option but your limited to only 4 rounds and very limited movement unlike the AA with RHS.

The other problem is fighting NATO they usually send a jet with napalm bombs that just wipe the garrison out before the AI even see/react to the jet :steamfacepalm: I never found money a issue as the first thing I would focus on is getting 2-3 resource's and a factory to get £1000+ every 10 mins. I would focus on money first then HR so I could train them up and afford to garrison bases when I had enough equipment unlocked and better skill for my AI. I would leave the resource unmanned and just take them back if the enemy bothered to attack (R V G V I) I assume you play R v G v I as you said by the time attacks were launched. I always found that mode easier but didn't like the russians attacking villages I had no chance to get to in time so always use Reb V Gov now which obviously is a lot harder as they will actually make the effort to take things back. Add to that I saw wave after wave of enemy's respawning using Zeus I gave up for a while but still hoping this mod will be updated in the future.
RichardNixon Aug 5, 2019 @ 6:30pm 
I'm not even sure how you'd maintain 2-3 resources in Reb vs Gov because you'll get an attack every 10 minutes. As you say, it wasn't too hard in RvGvI because they attack each other most of the time.

If you could somehow amass a sufficient pile of cash then even RvG is beatable in theory because the reinforcement rate isn't unlimited. If you can convince your AIs to shoot down ~10 aircraft per hour then the attacks should eventually slow down. Those massive airport attacks typically use every vehicle that the enemy has available, and should take hours to rebuild.

Caveat: It's possible that the economics code is bugged and doesn't actually limit the attacks.
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