Let's put aside the tryhard pilot mains who will try to claim everything is fun fair and balanced. Why are there no viable AA weapons for infantry and vehicles? The best way to get rid of air so far is to simply pull and esf yourself and fight A2A. Good luck doing so against a manned lib or gal tho. Why do none of the AA options actually work in their domain? Burster MAX: Flak might scare some new pilots, but the truth is it doesn't do much past that. The mags are too small, the rate of fire, damage and velocity are too low to actually do anything against fast moving esfs or heavily armored libs/gals. Not to mention, the MAX has no way to catch up to air or win head to head against air. Therefore, burster MAXes are just able to sit in the spawn room and tickle aircraft that flyby and farm infantry. Also bursters are not versatile, so you can't actually be a burster MAX main anyways, you must constantly switch weapons in order to deal with the situation, assuming you last more than 2 seconds against anything. Lock-ons: The biggest joke there is. The purpose of these things is supposed to be AA. Why does it take more than 3 shots to kill an ESF, more importantly, why does locking on to air take so much time, and the lockon range so short?? Seriously, the aircraft needs to be in your face, and it takes a good 5 seconds to lock on. By that time, you're either dead or the aircraft has flown outside lockon range, or behind cover. Even if by some miracle you get a lock, you'll never kill anything that's not already burning. Also why can ESFs outrun rockets or dodge them with such ease? I won't even get started with locklets. AA Phalanx turrets: Sure, they're free (unless you are at a PMB), but unlike the AI or AT turrets, they basically are just as bad as lockons. Slow to pivot, overheat in a few seconds, fire slowly, inaccurate, slow, do little damage, the list goes on. There's really no point in manning one, in fact these turrets lose head on against air, which is pretty ironic considering they're meant to destroy it. Normal launchers: Why must the decimator be the only thing that doesn't launch wet farts out of all the launcher options? The default launchers should be able to 1hk ESFs, and the decimator should 1hk ESFs no matter what. There's no reason why composite armor ESFs are so strong. If they're distracted enough to get shot down by the lowest velocity rocket in the game, they deserve to die. Ranger/Walker: Is the walker even AA? That's all I'll say about that. The ranger is similar to a burster MAX, only since it is on a vehicle it can be more mobile and harder to kill. However, it's still hard to kill anything before they fly away. Only time this really works is with a dual ranger sunderer, which is amazing against air, but vulnerable to everything else once the air flies away. That's really the problem with AA on vehicles, it completely hinders your ability to deal with infantry and vehicles, only to help scare off air that comes your way. Tank turrets: The elevation makes it so pilots can bombard the vehicle with rockets without actually being in the angle of elevation of the tank. The tank cannot outrun air, nor can it fight back unless it manages to prop itself at an angle to compensate for the low turret elevation. Even then, its really simple for air to readjust and completely shred the defenseless vehicle. A2G rockets should not deal as much damage, or take longer to fire between bursts. Turret elevation should also be elevated to give tanks a better fighting chance. Skyguard: I kept this one for last, because I know everyone's go-to statement will be "pull a Skyguard". Yes, the Skyguard does a decent job against air, it can even chase down slow vehicles. However, it's the same problem as with all AA options: it's extremely not versatile. Air can basically deal with anything that comes their way. The Skyguard might be great at killing a liberator or two, but the pilots will simply re-spawn and avoid that area, as usually happens when G2A is pulled. The pilots simply retreat until the person is bored or gets killed by something, since AA is useless against anything. Then, the pilots come back and continue farming, or farm in short bursts if the AA persists. In short, AA is expensive, does not usually kill air -it serves more as a pathetic deterrent, and it renders the person manning AA completely useless. Why is it so easy for pilots to farm infantry and get away with it? Especially if they air an engineer, they do not even need auto repair thanks to the passive ability. Something really needs to be done to make the G2A combat more enjoyable and balance. I understand in real life, air wrecks basically anything, but they are still vulnerable to 1hk heat seekers or SAMs or even just flack. Even so, this is a game, it's not really meant to simulate real life mechanics, so there's no reason why air must be this powerful in in combined arms game.