Mainly so I won't forget to post them later on.
Right now Nod RS guy's rocket lawnchair has 2 firing modes.
Primary is a relatively slow anti-tank missile. Damage: 35 (shell), range: 90, effective range 90.
Secondary is a faster (and kinda drunk at times) AA missile. Damage: 90(anti-air), range: 90, effective range 90.
Such short AA range makes intercepting high-flying aircraft rather hard if not impossible. Obviously the range needs to be bigger than that. Nerf the damage if neccessary but considering the aircraft speed and damage output, AA really needs more reach to it. Previously it had 180m which was ok, just the damage felt too high.
However, there's a major issue with simply adding some range to it. From what I've learned game applies primary's effective range to both firing modes thus making AA range highly unreliable (borderline unusable). Missiles will also not lock on things outside of the effective range making dumb fire the only option, and even then rocket might as well just arch-away.
Suggestions:
1. Buff the AA range back to 180m
2. Nerf the damage so it won't be 2-3 hit kill on ORCA fighter. Poor flying pancake makers ORCA bombers had it even worse.
3. Make RS guy switch his weapons the same fasion Elite Cadre used to. Press Q/MClick to switch ammo between AA and AT.
4. Make RClick into scope on both weapon variants.