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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)
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).
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.
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.
As any other AAF attack, once you decimate CSAT forces, you win.
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.