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I'm guessing you've been hitting them too hard.
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Applying breaching does some damage, so if it's too badly damaged to start with, the target will just blow up. Breaching hasn't worked out for you? That's rough. Also remember that the Commander position on the vehicle can activate a smokescreen.)ĥ.b. (A buttload of carefully-timed smoke rounds, launched from mortars and landing just after you make your move, can help with this deeply stupid but undeniably ballsy plan- although if they land too early, the crew will notice and probably get in their vehicle. Hell, if you get particularly lucky with its spawn location you won't even have to do that- more than once I've sped up to it in an undercover vehicle, hopped in, and sped away with it before the airfield's garrison could react. Cap them all before they can notice you and get inside, and no breaching will be necessary. The crew will be standing around nearby it, probably smoking and looking at webcomics on their phones. There's always one AA vehicle at an enemy airfield, (and unlike most of the other hardware parked there, it is ALWAYS crewed and looking for trouble) but the "Steal/Destroy Armor" mission spawns a second one nearby, and the most important point- it isn't occupied to start with. The easiest way is to get a "Steal/Destroy Armor" mission against a hostile airfield. Capture a Tigris! Yeah, easier said than done (almost everything is, really) but here's some tips for you.Shooting it down isn't actually the hard part- doing so without getting nailed by hostile aircraft or AA is. If you've got an airfield, a jet, and a decent pilot, try shooting it down air-to-air.(You said you've got the money for it, so have each human player be a squad leader with half a dozen AI riflemen under his command, set to man the AA weapons.) If they're in a friendly garrison, they'll be manned automatically, but if they're on, say, a convenient hilltop or atop a parking garage or whatever, you'll have to manually order the bots to get in 'em with Temporary AI Control. Static weapons will not despawn unless destroyed (except for a couple edge cases that shouldn't apply here) so don't worry about that- plop down half a dozen anywhere they might be useful. Set up a buttload of static AA ahead of time, preferably in concert with tactics 1 and 2.Like- you've said they've flared out of as many as four before, and I believe it- but how will that fucker do against a dozen? Not as well, I'm guessing.
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Not gonna lie, they kinda suck- but enough spammed AA might do it. Order them to decent firing positions ahead of time. Recruit six or hell, a dozen AI AA trucks from the Commander menu.If so, bring a dozen or so along wherever you're attacking. If the "Should guided launchers be unlocked" parameter for your game has been changed from its default of "No" to "Yes," then your friendly AI riflemen/militia will often carry one.Okay, here's some half-assed ideas off the top of my head. It's more that it's not a good cost-efficiency factor to spend $20,000 on level 12 troops only for them to all get obliterated. Money isn't an issue - half the island is on our side now. We've tried using a few Nyx AA's that we've managed to hijack, but we haven't managed to breech a Tigris yet because each one seems to explode 100% of the time when we do so.Īny suggestions on what to do? When I'm planning to raid and then occupy an outpost, spending our valuable faction money on infantry squads is becoming problematic when they don't achieve anything because the gunship mows them down with impunity. It decimates whole squads, vehicles, everything. It seems to evade pretty much every AA round we fire at it (One gunship managed to evade four rockets at once) and to top it off, it's engaging us from outside of AA launcher range pretty much 95% of the time (Players don't see the gunship on rangefinders but they sure as hell see the shells incoming) However, we're having significant issues with the Y-32 gunship they repeatedly send in. We've gotten pretty good at taking on tanks/APC's, knowing when to fight and when to run away, and some pretty good strategies on stealing crates from enemy outposts. We have about half the island under our control. We're in the midgame now, the AAF are pretty decimated (Note: almost non-existant) and we're basically elusively fighting CSAT now. I run a small group (2-5 players) playing Anti-Stasi Community edition (latest patch).