I feel now is the perfect time to once again propose my suggestion of adding Flak Cannons as an Engineer building
With us finally entering into the jet age many have been complaining about the awesome power of jet planes and begging for a way to counter them (Personally I think there’s nothing wrong with jets).
Well Flak Cannons can be the solution. Flak Cannons can shoot, umm, flak peppering the sky with shrapnel to fight planes. You don’t even need to directly hit a plane just it’s general area; perfect for high speed jets. They would be the ultimate weapon against jets and pretty much every plane, even bombing runs
Flak Cannons would be a buildable in the Engineer’s squad. It needs a full crew to properly function. They are versatile weapons and can be used against planes, tanks, and infantry just like in real life. Flak cannons were infamous during the war. A form of balance is they cost a lot of resources, take up a lot of space, and are completely exposed and vulnerable to enemy fire
But, saying that, these will not solve the issue of overpowered planes. It won’t matter if you can shoot down a jet with these, they will still drop their bomb payloads, and then cycle into another plane, leaving you constantly glued to the anti-air option as they continue to drop payloads, slaughtering your team, and you give them a quicker re-arm time. This could be a decent step to countering CAS, but the problem lies in that vehicles can just be endlessly cycled with no downtime, lockout, or punishment for throwing them at the enemy with no regard for safety.
lol - these are large guns designed to attack aircraft flying above 5000 feet - pretty much useless lower than that irl, and even MORE useless against fast jets.
This is exactly NOT the time to think these are going to counter anything in Enlisted except the AI bomber strikes.
Your post is what I just suggested for, with those pics support is great
But set some limits to proof they got spam builded:
require 2loader, 1 aimer, 1steer, 10s~15s 1 shot unbuildable indoor (very large)
ammo types: APHE,proxy fuse HE,smoke
BR5 only
the right decision would be to increase the number of guns by removing the limit by 2 pieces per squad, increasing them to 4
and teach the bots to occupy them and the fugitive fire
A separate class of anti-aircraft gunners
With perks for bots on aircraft accuracy, detection range
Give them self-propelled anti-aircraft guns and more powerful guns
or, in the old-fashioned way, take a return fighter