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AAA in general is due for an overhaul which will happen "soon". One thing I can't fix is Eugen's strange decision to abandon the wargame mechanic where missiles and cannon rounds would stop at the end of their defined ranges. The result is 20mm cannon rounds flying after aircraft that have pulled far out of their effective range and killing them, and light MANPADS chasing down jets for 10km. I have yet to find a way to prevent that unfortunately.
I noticed that in AG when I was trying to kill one Gepard with MiGs and he downed like 3 of them when they were even retreating but somehow I've managed to pull away my Mi-8 from him.
Mi-8 took a couple of rounds and lost maybe 25% of HP but less amount of hits have downed jets
Maybe the HP of aircraft can be increased? So they can sustain more beating before they become a nice fireball
So the lowest altitude is for CAS aircraft they can be hit by everything, medium for strike/fighter jets/SEAD (they could be hit only by SAMs and AAA) and high alltitude for Interceptors/F-117/advanced SEAD other high tech planes (Those could be hit only by proper SAMs)
I like your change to the MiG-25 :D
Agree. This is something I've been gradually implementing (a lot of the advanced strike planes now fly quite low). One issue is I can't really put aircraft high enough to be out of AAA range just because you wouldn't be able to see and control them (and the Mig-25RBF seems to be as high as you can put a bomber). If the range was enforced the way it was in Wargame (so a 2.3km range gun's projectiles snap out of existance at 2.3km) that would make them functionally safe up high, but since rounds in the WARNO engine are magical, the shots from a gun with a 2.3km range can hit at 7km, as long as the target was within 2.3km when the round was fired. It's frustrating, and I can't figure out how to fix it.
Aircraft are...hard. The maps simply aren't large enough (and probably never could be) so air combat in this mod is always a bit strange.
The AAA adjustment I'm planning will involve running a separate ammo (you won't be able to see that from the player side) which won't do splash damage. That way inaccurate AAA systems will mostly not do damage. I'm also going to adjust the damage done to planes down a bit (again, this won't be immediately visible to the player, but should change things significantly).