Air Combat Maneuvering Broken — Intended by DICE?
Many players may not yet realize how significant this change is.
Previously, jets had a vertical layer of counterplay in the air.
At around 1050m+, especially above 1200m:
There was stall risk
But it was possible to evade long-range AA missiles (1200m+) without flares
Air-to-air missiles also had counterplay at high altitude
This meant:
Even on smaller maps, pilots could create survivability through high-altitude maneuvering
Air combat had high, mid, and low layers — not just ground-hugging
After the change:
High altitude no longer weakens or breaks missile tracking
Maneuvering has little to no effect against lock-ons
The result:
Once flares are used, jets are forced into ultra-low flight
Otherwise, survival is nearly impossible
This leads to a fundamental shift:
Jets are no longer fighting in the air
They are surviving near the ground
Air combat shifts from 3D maneuvering → low-altitude survival
Skill-based interaction → flare cooldown management
If this is the intended design direction, then adjustments are necessary:
Either:
Significantly reduce lock-on ranges (AA, Stinger, AAM) — e.g. within 500m
Or:
Provide larger maps that allow real airspace maneuvering
Otherwise, the current result is clear:
Jets can no longer truly “fly” in the air.