Arma 3
A3 - Antistasi Altis
JPP Oct 29, 2018 @ 2:28pm
The 'least bad' way to reduce NATO aggro in Antistasi?
Hello Antistasi gurus!

I'm attempting to learn how to play this game (without sucking too badly) and from earlier experimentation I have found that:

It's important to keep NATO aggro low to avoid facing more powerful vehicles / helicopters. This way I can strengthen more quickly with less losses, thereby grabbing better weapons / enemy vehicles and gain access to more HR / money without raising the 'war level' too high.

The most effective way to manage aggro is setup situations where one can safely heal and release enemy soldiers that were dropped in combat...

The tough part is that unfortunately the best weapons at my disposal usually kill soldiers outright so it becomes a balancing act between 1) dominating the mission area for maximum winning and minimum losses and 2) healing and releasing downed enemy soldiers...

The strategy I have adopted thus far when I really need to dominate the battle is:

1. Setup most of my MRAPs on top of a hill about 700 meters back from the mission area.

2. Add one to three static MGs (optionally with dug-up trenches dug with ACE tool) to assist further. (If placed well and far enough away these are *very* effective!!)

3. Optionally place a static AT with the AI in 'hold fire' mode to help counter tough situations where NATO sends the higher-tier vehicles.

4. Go in and out quickly with my best vehicles and 3-4 AIs to loot and repair and capture enemy MRAPs / ammo trucks.

5. Get everyone back to base to store loot in arsenal and save the game without losing any gear that was not unlocked.

I have found the above strat most effective to handle the inevitable QRFs that come 2-4 minutes after the initial attack. The best part of the above is that enemy vehicles are usually crippled and not destroyed... therefore supporting my master strategy of placing a priority of repairing / capturing as many enemy armed vehicles as I can for future battles.

Unfortunately the above relies on a lot of 50 cal MGs that unfortunately kill enemy infantry out right thereby not making it possible to keep aggro in check by healing and releasing enemy soldiers...

Q1: What do you do to dominate battles without losses and still heal and release enemy soldiers?

Some ideas include:

1. Try limited usage of mortars. Thus far I have kept their usage at an absolute minimum to 1) avoid helicopter responses and 2) avoid destroying enemy MRAPs. Could they be useful in taking down enemy squads without killing them like the 50 cals do?

2. Try using MRAPs mounted on a hill about 500 meters away but don't place an AI in the 50 cal gunner position (only the less powerful 'commander position') . The MRAP keeps the AI inside alive longer and hopefully the secondary gun keeps enemy alive!

3. Get a squad of 6-7 AI soldiers lying prone on a hill about 500 meters away from the mission area with good rifles. With about 3 medics in the group I should be able to self-heal the squad as bullets come flying back to them... Then I grab a fast MRAP filled with 2 medics and 1 engineer to the mission area to quickly heal and release downed enemy soldiers (while my prone soldiers protect me) . (MRAP is loaded with no one in the 50 cal gunner position)

Q2: Would any of the above work? What do you do to keep enemy soldiers alive can be healed and released to reduce aggro?

Q3: Do you know how the aggro system work? What actions are the worse at raising aggro and how do you choose your first 5-10 side missions to avoid raising aggro?

Thanks!

Jean-Pierre
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Showing 1-7 of 7 comments
Barbolani  [developer] Oct 29, 2018 @ 2:32pm 
Hi!

3. cannot be done as the revive if I remember well works on group basis.

Generally speaking: if you have that amount of AI available with vehicles etc. maybe you won't have to worry anymore about aggro... It's an important param in early stages, not in late.
JPP Oct 29, 2018 @ 3:12pm 
Hi Barbolani, thanks for that... you have the most insightful input of all!

I don't know what you mean that revive are on a 'group basis' . Do you mean that an enemy squad dies or lives as a squad?

Q1: Might I obtain more info on the aggro system? What are the 'egregious actions' I need to avoid early on to avoid needlessly raising aggro?
Q2: I saw in my first game (that I'm going to abandon to restart) that aggro raised to 25 and then war level raised to two... I want to create a situation that I keep aggro low while I strenghten up in HP / money / good weaponry / several MRAP while enemy is still sending basic troops... When does the game decides when to raise to war level 2? War level 3?
Q3: Is the quality of the enemy QRFs dictated by aggro level as well as war level? Lately the enemy is sending a much tougher MRAP (Looks fully armored with a large automated HMG on top (Playing without RHS)) . That thing is a beast that quickly kills my entire squad without me having a proper counter yet... (trying to avoid that situation in my next game)

Thanks for your input! :)
Last edited by JPP; Oct 29, 2018 @ 3:13pm
Barbolani  [developer] Oct 30, 2018 @ 1:28am 
Aggro level means: how much of a threa the enemy considers and how much known are you to the enemy.

So it affects the assets the AI sends against you and your chances to lose undercover when you run through a roadblock etc.

With "group based" I mean the options to revive someone may only appear to the group members, and if don't (cannot remember) what Im 100% sure is the AI won't heal automatically anyone which is not in their group.
JPP Oct 30, 2018 @ 1:16pm 
Thanks for the info and for creating such a great mod Barbolani.

Now that I can play more reliably and getting so much fun out of this I'd like to make a $50 contribution. Please tell me how this can be done :-)
RichardNixon Oct 30, 2018 @ 6:00pm 
A weird thing I only noticed on my second play: Most of the non-gendarme patrols are actually FIA/GREF troop types allied to BLUFOR. Killing these guys has same effect as killing BLUFOR, but reviving and freeing them has the same effect as freeing REDFOR (+1 HR but +1 to both BLUFOR and REDFOR aggro). Not sure if intentional, but it certainly makes it tricky keeping the aggro down.
JPP Oct 30, 2018 @ 8:40pm 
Hi RichardNixon!

(Never though I'd write that someday!)

Wow that sounds like a bug to me. I haven't seen that behavior myself. (When I revive and free them NATO aggro goes down less than a minute later and I don't think CSAT aggro changes.

Have you found any value in the other choices like Interrogate? (Or do you always set the free to reduce aggro?)
JPP Oct 30, 2018 @ 8:41pm 
For those following this thread there is a similar post at the Antistasi Reddit group that has many excellent suggestions!

https://www.reddit.com/r/A3AntistasiOfficial/comments/9shgeu/the_least_bad_way_to_reduce_nato_aggro_in/
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