I had to re-evaluate air and AA a little bit today - I don't think about it a lot and mostly see air as the occasional random death from the sky I had little chance to avoid and as a mostly separate thing from the ground game. Last night, I logged onto PS2, something I rarely do anymore but I figured I'd check out the changes. Striker is terrible, hitreg still bad, population seems lower...well anyway that's not the point. My lack of caring about the game that much anymore lead me to do something I rarely ever did - pull a lock-on launcher. I was at a base being harassed by multiple scythes and a lib, and infantry was having trouble reaching the point. It was annoying me just to watch them get farmed so easily. I quickly noticed air, or at least the pilots I was dealing with here, did not like being locked on. I didn't even have to fire my launcher much to make them go away. Many just blew flares and/or fled without getting hit. I did get some hits in but it didn't get me any kills. I probably ended up with some of the lowest XP/kills of the fight while I felt like I'd contributed a lot to our eventual successful defense of the base. My point is that it's clear being a "deterrent" can be extremely useful to your team. For the individual player and their XP gains however, it is terrible. And I think that's a problem in PS2 since this drives player behavior. It was only me and one other guy who eventually pulled a burster MAX dealing with probably 12-13 air. The rest of our team just didn't bother and I can't blame them. My second point would be that it was boring, so low reward + boring to use = people not bothering. I think we need more interesting AA options that actually kill air not just force them to fly away and repair. Of course, they'd have to more difficult to land hits with than a lock-on or a burster.