Because it pushes the game further towards “knowing how to set up your vehicles” being important to win than other stuff.
The game is already very heavily influenced by crew skills, lineup quality etc. Lots of things falling through the cracks. Ideally you should be able to play almost anything and the game will allow a balanced experience. It’s a failing of the matchmaking and current BR system that such problems exist.
Because minimum fuel is nonsense.
Some heavy fighters have to take over 1hr of fuel while most bombers do as well, some even for 2hrs and more.
That’s a massive disadvantage for some planes.
If we take the example of a plane like Tu-4 or any other heavy bomber which relies on turrets to defend itself. Turrets are gimped, the AI doesn’t shoot at reasonable ranges, the manual aiming of turrets is quite limited for reasons of convergence, reticle bloom and so on.
So you’re stuck in a big, slow, heavy and unmaneuverable vehicle which is practically target practice. In some situations a plane like Ju 288 C has enough speed for the BR to get away with a quick payload, before running back to airfield to try and do it again, but now it’s too low and just easy target for any attentive players.
I’d personally prefer a different setup. Same is true for jet ground attackers in higher BR’s, where some of them are quite slow or lacking flares or otherwise similarly forced into a position of being prey to be picked apart at the whims of fighter players.
I wish I knew French planes well friend. I just know that the kind of refined LERX work that the US did when building the F-18 Super-hornet was stuff the Soviets were doing in the mid-70’s in SibNIA’s air tunnel for the very first prototype designs (T-10).
The plane was designed on a bargain, like everything in the Soviet doctrine. It’s the same reason why Bars-M and Irbis are PESA radars, they still perform competitively against Western AESA (albeit inferior). Using algorithms, Bars and Irbis can track multiple targets, and attack multiple targets despite only having one Transmit/Receive module in the radar, just like Western AESA (multi-module) radars.
Also, at certain angles of attack, all planes have that mysterious degree where they like to lock up. This data is refined and uploaded into the flight computer, but no plane is perfect without fly-by-wire now-a-days.
You get like 3 kills worth of RP for bombing a single base. So if you have a fast plane like Su-7 which is fast for the BR and carries enough fire bombs to take out a base in a single run, but can also just keep running trains on bases, you get just HUGE amounts of RP that only the best fighter pilots can hope to match.
Or if you have a Phantom where you can carry a full set of Sparrows and Sidewinders whilst also carrying a base worth of bombs, you get to bomb a base and then kill people, the only sacrifice being you might arrive a bit slower and have burned more of your fuel (which makes you lighter and more maneuverable in the end)
There’s a reason people would grind planes by taking a ground attacker into Air Sim lobbies and just spend a few hours blasting the airfields with rocket pods, it was and even is literally the most time effecient RP in the game.
If you consider kills more fun? Fair enough, that’s fine. But it is simply just not as efficient for the time put in.
Bombers need something to allow them to be viable gamplay styles and it’s bad that they are more or less target practice at the moment with little means of self-defense in many cases. Same with ground attackers in Air RB which are often given their BR due to their ground ordinance (performance in mixed battles) and so suffer a lot in terms of flight performance, flares, air to air missiles or other defensive measures.