First of all, this is a discussion, not an argument. I suggest you watch JackFrags most recent video on the laser designators and IFV missiles.
To further back my statement that stingers are OP I will give you an example, when I use a stinger and I want to take down the enemy jet or helicopter, I can lock onto them, then shoot, while the first rocket reaches the aircraft and it flares, I already have another rocket to go meanwhile the jet or helicopter is left completely vulnerable with a 10 second cool down. There’s a two second reload time where the character just throws the stinger on the ground and picks up another one out of nowhere and shoot again that’s too frequent shooting from the stinger. There should be a longer reload animation given that the jet and helicopter flares are approximately a 10 second cooldown making the rate of fire from stingers completely unbalanced. Also adding that everyone can have access to the stinger so early on in the progression system that it is impossible to fly in the battlefield.
To respond to your statement about the under radar thing I completely agree and that’s a great gameplay dynamic to have but that’s where laser designator is coming to play where you can’t flare from the laser designator and the current infantry fighting vehicles have missiles that one shot any aircraft in the game from over 1000 meters away. It just does not make sense to me that using a stinger or an infantry fighting vehicle is more effective than using the actual anti-air vehicle. I think they should buff the anti-air vehicle to make it way more effective at longer rages because in the current build of the game, stingers have a longer range than the actual anti-air vehicle.
My suggestion for this would be to increase the reload time for stingers or reduce the cool down time for flares in all of the aerial combat vehicles. Along with a buff for anti-air vehicle so that it actually outperforms infantry carried ordinance and infantry fighting vehicles.