So to me this is a cause and effect issue, and I'm sure we will see negative net results. Perhaps I'm wrong but this is kind of like saying "we weren't trying to kill him, we just shot at him a lot and he died." Because, this is by definition nerfing, no matter what the intent. But anyway... Question: Have the weapons ranges of enemy AA been reduced OR have the AA spawn rates been changed (including MANPADS)? OR, do they remain the same? What about armor? Less concerned about armor than I am AA, because armor isn't nearly as threatening to aircraft as AA. Perhaps I missed something in an update. Because: If enemy AA weapons ranges and spawn rates currently remain at their traditional lethality levels, I don't think HOG has a chance in hell. Altis obviously had much less Terrain challenges and overall vegetation. So, now these threats can be even more hidden and evasive and mixed in with the overall clutter of the terrain. Further, now HOG will be exposed more than ever due to much more complex flight profiles that will be required (constant breaking, constant jinking, extreme NOE, extreme dives, extreme steep climb-outs [like Batman did at Gotham Cathedral "He stole our balloons!" -Joker]). And now that HOG is going to have serious challenges with dealing with AA threats (i.e. like getting shot down all the time) transport helos' vulnerability just skyrocketed. Since Tac1 is so heavily customized, are the published weapons ranges, like in ARMA3 fandom, the same as in Tac1 ( https://armedassault.fandom.com/wiki/ArmA_3 )? If not, do we have a reference document available to know what current weapon ranges are? Pray tell. Well this is certainly true. With the exception of Tactical Thursdays, you generally don't have leaders very much. I can think of a couple of regulars that will do it, but generally, teams get dropped off and advance on AO's en masse or in cells. There isn't really an established strategy other than 'kill bad guys and destroy equipment if you get around to it.' I will say there is coordination between players, which is great. "Leadership" in Tac 1 is more like the Borg collective; generally there is no singular leader, it's a hive where everybody works together. So we do have *some* regulars that perform in leadership roles, at least they do it on Tactical Thursdays. It would be cool if on nights when we have higher server population we could take a moment, and consolidate forces under a few leaders so they are not so splintered. And on the higher server pop nights, you are much more likely to find willing leaders. Lastly, I love the blackfoot, in either role, and would love to fly/gun it more. Problem with making it the primary anti-armor, AA platform is that it's not always easy to find somebody that is available or willing or competent to crew the a/c with you.