- Can dive straight down at the ground target, attack and destroy, then pull up 1000 feet off the deck and go straight back up again (and never be within sight of mobile aa).
- Turns in a very tight radius, making it difficult for air superiority jets to keep up.
- Seems to have many hitpoints; multiple hits with guns does damage, but continues to fly without complication.
- Mobile AA cannot shoot up to defend against "loop bombing".
- Missiles rarely hit (missiles target chaff or the enemy jet outruns/out maneuvers the missiles)
- Main flak gun near impossible to hit flying targets.
IRL, the frogfoot/A10 would never be used where enemy jets and/or ground AA were present; their purpose is to annihilate ground targets AFTER the air war is won, not during. This is primarily because the frogfoot/A10 is not the most maneverable planes in the sky and would be shot down almost instantly in the presence of a mig or F16.
On Kashan, for example, this is not the case. The frogfoot/A10 can repeatedly attack ground targets while evading F16's mig's in the process (partly because the missile systems are lacking). They can also (nearly) outfly the mig and f16 in the hands of skilled pilots with sticks, and that's not very realistic.
Don't get me wrong, I love jets, but it seems to me that jets/anti-air should be tweaked in the following manner:
- Reduce aircraft hitpoints, making them easier to damage/kill
- Reduce the aircraft spawn timers; all it takes is for 1 or 2 people to crash the jets on takeoff, then it's 20+ minutes of no air cover. This is devastating to armor on the ground. 1 or 2 people shouldn't have that much power over their team.
- Reduce frogfoot/A10 speed and maneuverability; to at least prevent the straight down attack then insta-pull up, preventing them from ever being hit.
- Increase AA stinger flight speed and maneuverability, making jets easier to hit once a lock-on is achieved.
- Increase main flak gun damage




