Rather than have a two weapons slot aircraft that has a long range and a shot range ability for A2A combat, why not increase it to a 3 tiered system. Have 3 weapons slots that cater for shot medium and long range options along with counters for those weapons. --Noseguns are pretty much right as they are now, maybe just add in some RBS to simulate turbulence. This would be a short range weapon option for close engagements. -Add something like sparrow missiles that are fire and forget, they do half the damage than the current tomcat and can fire 3 missile at the same time with a real lad time needed. Good for medium engagements up to 300m. -For long range engagements, keep the tomcats as the are now and extend the range out to 600m, they do current damage and can only shoot one at a time. Counters for these new weapons: - ECM for Tom cats. They have a unique lock and fire tone compared to the sparrow missiles. The ECM should have a stock so re supply is needed. This way multiple tom cats can be countered with a slight cool down for reloading. Tomcats can still have a chance of hitting if the missile comes from the rear or head on. Tomcats should have a very high chance of missing if the pilot out maneuverers. -f&f missiles should be countered like tomcats but with a stock of flares or maneuverers. Nose gun can only be avoided with evasisuve maneuverers.