Arma 3
A3 - Antistasi Altis
THRILLHO Feb 25, 2016 @ 8:07pm
CSAT Punishment - What are mechanics?
I just had my first CSAT punishment mission. I was driving by Zaros (which I own 67 FIA support to 0 AAF support) on my way to another mission when I get the notification that a CSAT Punishmen mission has begun. Maybe 10 seconds later I hear artilley from Zaros base and maybe 60 seconds later CSAT CAS is dropping bombs on the city. By the time I got back to base to pull a tank and AA truck I get a notification telling me Zaros has been destroyed.

So my first question: is this mechanic working as intended? If not, what's it supposed to do? If so, I guess here are my comments on it:

1) Short of making some miracle shot with my rifle and killing the CAS pilot, it was literally impossible for me to react to this attack before it was over. While I get that this is realistic, is the intention to destroy a town without any opportunity for the player to defend it?

2) Nothing seems to have triggered the attack. CSAT support is only at 5, and doesn't seem to have been consumed by the attack. There was no warning save for the fact that by attacking the local AAF base I've reduced their support to zero.

So what triggers this attack?
Last edited by THRILLHO; Feb 25, 2016 @ 8:08pm
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Barbolani  [developer] Feb 26, 2016 @ 12:48am 
chance of a punishment depends on % CSAT points and % AAF support on the city. This said, you have been very unlucky.

A good AA defensive line would have stopped that attack, anyway I will script a wider fly path for the bombing runs so you will have more chances to defend from them (also the enemy)

I had something similar happen, as I killed too many soldiers and reduced AAFvsupport to 0 in a town. This is another reason I think the "Kill a soldier, AAF loses a point of support" function is not working. It is causing CSAT punishment missions to fire very early in the game before the player has the resources to react. (I am assuming AAF support is a factor in triggering CSAT punishment).

Another question though, how does a City in CSAT punishment get "destroyed". What are you actually supposed to do to win? I thought that
CSAT had to kill every civilian (based on population).
Barbolani  [developer] Feb 26, 2016 @ 5:29am 
In early stages CSAT support will be very low so it will be very unlikely to suffer one of those.

Also: AAF has another priorities, it's very hard to suffer an attack if you own a powerplant, for example.

daveallen: game balancing is a heavy discipline which requires lots of tests, and not just "I play this one day and I dislike it". There can be adjustments, but I won't change anything on that until I make several tests and gather lots of players comments, and not from day one.
Well sure. This is just one humble player's comment. :)

My previous mention of this in the suggestion thread is mainly because this feels like a major balancing change which affects many people's current saves, myself included. Drive Mrap to town, shoot all bad guys, town is yours. You say in the scenario description that capturing towns is not about conquering them, but that it is about winning the hearts and minds of the people.

Anyways, not wishing to divert from the topic at hand, but that is my humble opinion.
Last edited by Stale Baguette Police; Feb 26, 2016 @ 6:12am
Barbolani  [developer] Feb 26, 2016 @ 8:27am 
Of course, but, that opinion will be better if you play along much more with the new system.
Sure. Back to the topic though, how do you actually win the CSAT punishment mission? Do you need to destroy all enemy jets? And how does CSAT "win", because it doesn't seem like they are killing every last civilian.
Barbolani  [developer] Feb 26, 2016 @ 4:46pm 
It speawns some armed civilian groups, those groups must survive. Sometimes they will die in the Bombing Runs... if not, CSAT infantry disembarks and hunts them.

As any other AAF attack, once you decimate CSAT forces, you win.
Thank you, that helps a lot.
BarclayB Jun 11, 2019 @ 6:47am 
Sorry to jack an old thread.

What's the best way to slow down CSAT Punishment?

There's just 2 of us on an Antistasi server (which is amazing fun btw). We keep setting goals to expand our territory but always end up driving or boating across to the other side of the map to do a CSAT Punishment. this gets a bit annoying because they are so far away.

So as above, how do we make them less frequent?

Thanks.
Scipio Jun 12, 2019 @ 8:02am 
Originally posted by Booya:
Sorry to jack an old thread.

What's the best way to slow down CSAT Punishment?

There's just 2 of us on an Antistasi server (which is amazing fun btw). We keep setting goals to expand our territory but always end up driving or boating across to the other side of the map to do a CSAT Punishment. this gets a bit annoying because they are so far away.

So as above, how do we make them less frequent?

Thanks.

I understand your struggle. It is my understanding that war level influence the frequency of punishment. So you may need to manage your territorial expansion with care.
I strongly recommend fast travelling to nearby sites to respond to punishment faster. The pace of enemy deployment is quite fast and driving/boating over is just not quick enough

There is not much you can do against the initial napalm strikes unless you get luck and position antiair asset between the punishment city and enemy spawn. Majority of the time its the landed infantry you need to take care of. If you get there fast enough with AA missle and take down the 2-3 troop transport, you can usually complete the defence.

In terms of managing the pace of punishement, I haven't come up with a good way on solo/2 man games. On larger servers, it is noticeable that punishment is less frequent and I suspect the frequent attrition has stymied russian punishement. You can try focusing on the russians and repositioning the HQ tot he east part of the island to see if it can be controlled. Alternatively if the punishment is getting overwhelming. (I have had one popping up every 15 min) you can consider using server command and artificially lowering the war level to 3. It is distasteful but sometimes necessary to get a grip on things.
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