More suggestions for aircraft game play. Get rid of Air Stealth, yep. Engagement radar too. Make the lock on delay of Stealth innate, but now air always shows on the mini map FOR EVERYONE. Option to use Yaw on the mouse, pair yaw to pitch rate. Like mentioned in other's posts. Make the racer chassis be trade off, less hover than now, but more speed than now. Allow camera adjustment while in 3rd person. Place camera view point while in first person a bit more forward for pilots, to get better free look angles. Add free-fall bombs to ESF and Valkyrie (to the pilot). Bombs must make falling sound that is noticeable to everyone around. An Armor penetration one that deals ~80% of a lighting's health in single direct hit with low to no splash damage. ES ideas: VS: Plasma Orb that splashes on impact, creating small projectiles after the first hit that can damage vehicles around, those small projectiles leave small fires on the surface hit, doing some dps for a few seconds. Lowest single target damage, longest relaunch delay. TR: Tight sequence of kinetic bombs that explode on impact. Medium single target damage, Shortest relaunch delay. NC: Single kinetic bomb, that after a short fuse also explodes. Highest Single target damage, Medium relaunch delay. An ES AI area damage type that deals ~30% of infantry health on indirect damage, Cluster bombs for NC, Highest burst damage. Napalm for TR, Highest DPS. A Crystal Shard that does EMP on impact, then really explodes after a few seconds for a bit of damage. Bombs should have a targeting indicator that takes the Craft's momentum into account while in 3rd person. Bombs go into secondary slot for ESF. Primary slot for Valkyrie, for the pilot to deploy, but also take the 2 forward rumble seats. Pulling a Heavy assault launcher now also takes an additional rumble seat., so at most 2, only 1 if there is a repair engineer, or no weapons for the pilot. Valkyrie pilot can equip Rocketpods, Missiles or Bombs, in the primary slot at the cost of 2 rumble seats. Try rocket pods, if its too strong, then just remove it again. Valkyrie Hover Frame gets Vertical thrust again, but loses some forward thrust, more helicopter like. Evasiveness airframe gets a bit less vertical thrust, but more forward. A bit more like plane. One max can go on in a Valkyrie, but takes the 2 back rumble seats, and can only shoot with one weapon to each side Left weapon left side, right right, switching aiming side by pressing the F5 - F6 keys. Engineers can install MANA turrets on the opposite side from their own seats. So one can choose to take 2 engineer or 2 heavy, or one of each. or 1 mana/launcher and 2 passengers. Installing pilot weapons increases Valkyr's nanite cost by 50 after cost reduction bonuses, consumes the 2 front rumble seats. Allowing for 1 heavy assault with a launcher or one mana turret or one MAX. maybe also takes away ejection seats? These changes aim to make the Valkyrie more like a close assault support craft, while balancing some of its cheese/abuse cases and giving the pilot something to do besides maneuver, which could make it a more predictable target, despite raising its base fire power, but limiting its maximum. As for ESF, the aiming controls and chassis changes would make it a bit more threatening in the hands of players by lowering the high skill floor while keeping the ceiling high as it is now. Bombs could help make aircraft bombing runs a reality in a less oppressive way when compared to liberators. With a lower skill floor, more aircraft would be on the sky, both for A2G and for A2A. Racer chassis would be good for bombing runs and interception, Dogfighting Air frame would benefit from mouse yaw changes the most by making the aircraft more responsive, bringing it into relevancy. Some balancing would of course be required, for example maybe remove the damage rudction the Valkyrie has on its belly, etc.