I had a moment of clarity today, and it was a beautiful thing. The air game has come a long way since release, and I think it's more or less perfect where it is right now. Each craft has a role to play now, and craft balance is pretty perfect too, with some slight issues. The ESF: An annoyance for the most part, a distraction from the fight that in and of itself is performing a supportive role for friendly troops by distracting enemies. The ESF is still capable of easily killing unaware ground targets, but due to its extremely small health pool and capability to be hurt by any damage source in the game, it is certainly not ideal for the job. The ESF is a one-man quick to engage quick to disengage antagonizer that can be very efficient at taking out enemy air units, especially coordinated attacks. The Lib: This is your primary damage dealer, as it can be kitted for just about any role, and is reasonably effective in all of them although it requires a reasonable amount of skill and awareness to be effective at all. The Lib has a much higher health pool than the ESF, but is much slower, so it is more vulnerable and has a particular weakness to ESF noseguns which makes the smaller faster ESF a working counter for it. The Galaxy: The backbone of the engagement. This is your troop carrier and fallback spawn point. The Galaxy has become very prominent in organized play due to its squad spawning ability which makes it a very mobile troop carrier that can drop troops onto a contested base and break a stalemate when executed correctly. On top of this, the Gal has a huge health pool and is decently kitted to deal with almost any threat, although due to high skill floor weapons and low agility, it is not ideal for this job. So that's the units, and the unit roles, but what is the air game? It's beautiful: The air game has become so great that there is generally a good assortment of aircraft types and in decent numbers in any given fight. Air is relevant to the game now. For instance: Gals are pulled to bring troops to the fight, which causes a knee jerk reaction by the enemy to pull Libs to kill the troops, which causes friendlies to pull ESFs to get rid of the Libs farming the troops, which causes the enemy to pull more ESFs to counter your ESFs and before you know it, the sky is full of Galaxies Libs and ESFs all brawling for air superiority and performing their roles until one side emerges the victor. If there's a few things that aren't quite perfect yet, it's ESFs A2A abiliity and G2A Flak. 1. ESF have such low health that they're very dangerous to use, they mostly get used for suicide roles where you get a bunch of guys to suicide rush a pesky unit or encampment that you know will mean the death of most of you, but if it'll turn the battle then it'll be worth it. The ESF could either use a health buff, or keep it like it is and increase nosegun damage vs Libs and Gals. I'm talking a slight buff, like 4% against Libs, and 8% against Gals. Just something that would solidify the ESFs role as an A2A superiority fighter. ESFs are capable, but kinda weak against Ground targets now, but non-ESF air units have reasonable difficulty killing them, and I think that's fine as long as they get a small A2A buff just to sweeten the role. Composite Armor definitely needs a buff. There's really no reason for an ESF to choose Composite Armor, it just doesn't help in enough situations. It's fine vs. Flak, but it needs more resists like Walker/Bulldog resist or maybe something that will stop duh Doltan OHK (...maybe) 2. Flak is a little weak now: NOT so weak that we need to bring back OP rangeless instant death Flak from release, that was horrible, but it could use a small buff as well because it's sorta laughable unless gathered in large numbers. Skyguard is more or less fine where it is, let the devs decide about that, but Bursters and to some extent base turrets could use a slight buff in close ranges. Maybe tailor the range dropoffs so that 150m is the convergence point between right now and post-buff. Under 150m Flak is buffed and over 150m Flak is made weaker to be more of a deterrent. Just because Flak is a little bit frustrating while you are trying to run away from a fight and you've got an ESF and 3 lockon G2A rockets on your tail and Flak is basically pretty rangeless if there are no mountains to hide behind. Anyway just some thoughts on the Air Game currently, as I think it has become quite good lately. I still suck for the most part in an ESF because of the low health, but they're not far from being perfect either. EDIT: Actually, I'll expand on my Composite Armor thoughts, because I think it could be an important part of the puzzle. ESF Composite: Fine vs. Flak because ESF needs to be weak vs. Ground, but needs a buff vs. Air damage sources. Walker/Bulldog resist is an easy choice, MAYBE ESF Nosegun, but that's debatable. Making ESF Composite Armor stop the Dalton oneshot would be great for the ESF, but that would be I think too damaging vs, the Lib. I think that would make a single ESF kill a crewed Lib too often, where it should take like 2 ESFs to efficiently kill a Lib. Either way, I'd actually be open to testing this if the Devs want to try it on the Test Server Lib Composite: Perfect. It helps the Lib be more resilient against Ground targets, but not air targets. This is role specialization at work. Perfect. Gal Composite: It's OK, not as good as Lib Composite, but better than the current ESF Composite for sure. I'm not sure what would make it better though. Maybe a Tank Buster resist?