From my observations: The server is a war, not a duel, and the tactical principles here are different—not like in games, but like in the real world. And here, the balance is in the players, not the planes! The advantage is primarily in numbers, secondarily in teamplay (which means communication with all players, not just your friends!), and only then in planes. It's technically impossible, and unnecessary, to balance different numbers of players on different teams based on plane parameters. This is the first unexpected thing about the balance. Secondly, the balance is asymmetrical! One side has better fighters (they're versatile and allow for good attacking—which is very important on this server!), while the other side has better attack aircraft, but highly specialized fighters. And so on. This requires different warfare tactics for each side. A group of fighters with bombs alone, a mixed group of fighters and attack aircraft, or a group of bombers (they also attack!)—these are different tactics, and proper planning is more important than plane parameters. There's also an economy—it allows you to choose your strategy. War is a chain of missions, not individual missions, but a combination of them! You can bomb an airfield and prevent the enemy from taking off for the next couple of missions, or you can bomb factories and prevent aircraft resupply altogether—if an aircraft can't take off, its stats don't matter, right?) Furthermore, the goal of players on this server is not to shoot down aircraft; the goal is to win, and that doesn't necessarily require shooting down aircraft! You must complete your objectives and prevent the enemy from completing them. To do this, you simply need to disrupt the enemy's flight—you can scare them with your attack, they'll drop bombs for maneuver combat—and that's it, they can't attack without bombs; they must return to base. You haven't shot down or even injured anyone, but you've accomplished your defensive objective. Take a broader look at gameplay—there are so many different options, sometimes the enemy doesn't even realize where they're missing out. You can also control ground attack patterns—troops attack weak settlements from strong ones. However, settlements can be bombed or resupply delivered to them, and this affects the appearance of ground tacticians and their direction. If all settlements along the enemy's front are bombed, they can't attack—you can, but they can't! You can capture airfields, but they can't! PS The purpose of high aircraft access requirements is to prevent everyone from flying the best aircraft right away. When players have access to the best aircraft, they only fly them; the rest are not used. This is wrong. The creators of this server want players to fly medium aircraft, so they overestimate the requirements for the best aircraft (best is achieved through practice, not by stats. In skilled hands, the F4 is better than the G6). They also want players to value their aircraft, so losing aircraft is painful. Hunt for those with high ranks, shoot them down, and they won't be able to fly their best planes again. To earn points and ranks, transport supplies to airfields and settlements! Transport planes are the best for farming and greatly help the front in skilled hands. Fly in large groups – a large group is less likely to be attacked by the enemy, meaning you lose fewer points and money, and therefore fly more on better planes. Ideally, all players on the same side of the server should be able to hear each other – this allows you to monitor the enemy and coordinate your actions. This significantly increases the effectiveness of our flights. translated from