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So, what results are you speaking of, precisely? Conquered zones?
If no members are online, there will be no AAF attacks and no traitor missions. So the only way to lose territory if no member is online is to small patrols, which rules out the loss of airports and bases by default -- NATO will keep them safe against everything short of a major assault.
Towns being at 100% AAF support while you own the corresponding power plant would be quite unlikely. Are you sure you own the correct power plant? On the map at base, you can click on towns and check if they have power supply. If they are out of juice, support for the currently-owning faction will drop continuously, if members are online. If not, the strategic layer is disabled, so no income, no automatic change in support, etc.
"Kill Traitor" is the only mission, as far as I am aware, that actually drains your resources if you fail it. All the other missions do not reduce your HR or cash. And even the traitor mission only drains your resources if you ignore it. If you try and fail to kill the guy, you get a CSAT assault on Petros, but keep your resources. And if no player is online while the timer runs out, it only reveals FIA mines to AAF, so...
That said, if no member is online, the "Kill Traitor" mission is disabled anyway, same as the attacks.
As for the AAF skill level, it can never be more than two levels above the skill level of your own troops. So in your case, it's at 6.
It is not possible to start a fresh game with a previous arsenal. However, if a lack of progress is a serious drain on your motivation, you can unlock equipment through console commands. Or if you wish to start a fresh game anyway, you can unpack the pbo and alter the initial loadout to your liking.
Capturing a Gorgon is easy: take out its wheels. Every weapon can do it, but it's easiest with a .50cal or 40mm grenades. A Mora is a tad more difficult. Your best chance is to take out its tracks with a PCML. Hitting the hull doesn't cause critical damage, so they won't dismount, but it'll weaken it to a point that a second hit will blow it up. So aim for the tracks if you wish to capture it -- not the easiest thing to do, if it's still operational.
If you are looking for more tips and tactics, check out A3Antistasi.com or join us on the official server.
the last question is about AAF strength. will it create more and more patroles or there is a limit to them, I mean now we have 3-4 patroles in one town so it is extremely hard to even move.
Is there a limit on how hard the counter attacks can be or they will just becamo harder?
And what are the command to add weapons to arsenal.
We dont want to cheat, but start over again with than tiny gun...
Thank you
The number of actual patrols, as in small units dispatched from bases, is limited to three at a time.
However, you seem to be referring to sentries, the 2-men groups in/around cities. The number of sentries depends on how contended a town is and wheter or not it's on the front-line, ranging from 1 to 4, I think.
Counterattacks... again, there are different kinds. The actual counterattacks, as in QRFs dispatched as a direct response to your actions, always consist of a single vehicle or 1-2 helicopters, possibly with CSAT air support. The vehicle might very well be a Kuma, if AAF have tanks at their disposal. If their target is evaluated as strongly-defended, they might even call off the counterattack unless they do have tanks.
You can avoid counterattacks by destroying/capturing radio towers. Unless both the target and the nearby base/airport have radio coverage, they can't send troops. Similarly, if the nearby base/airport is busy (check map), they can't dispatch troops either.
Take down communications with, for instance, a mortar and you'll have a lot less to worry about.