Suggestions for improving attack aircraft experience in high Level Air Combat History mode

Hello administrator, I would like to submit to you a suggestion on how to improve the game experience of attack aircraft in the Air Combat history mode. In the high-level air combat history mode, the approach speed of Su-25 series and A10 series attack aircraft is really too slow, resulting in the front fighters taking all the resources of the battlefield, and at the same time, more than half of the fighter teammates were sacrificed, which makes the attack aircraft in a very awkward position. One is that the teammates defeat the enemy, and the attack aircraft can only achieve a very low income from the attack AI ground vehicle; the other is that the teammates are defeated by the enemy, and the attack aircraft becomes a lamb to be slaughtered, and is chased by multiple enemy fighters, which makes the attack aircraft in the air combat history mode boring gameplay and poor experience, especially the attack aircraft with a weight of 11.0 or more. They are faced with the threat of radar bombs, and the speed of engagement of supersonic fighters is faster, which is not in line with the common sense of the battlefield, according to the reality should be the attack aircraft first arrived at the battlefield to attack the enemy ground theater, and then the two sides sent fighters to intercept and escort, rather than the fighter aircraft before the attack aircraft arrived at the battlefield ended the battle. Therefore, I hope to give the attack aircraft above 11.0 the opportunity to front, so that they can reach the battlefield in advance to engage and call teammates to support and escort, I hope that the administrator of Dorkin can see my suggestions, can bring help to the game experience, thank you!

I don’t know where you got this information from but it is completely false. Under no circumstances will you see A-10s on the front line in a conflict situation to open the way for fighters. It is completely the opposite in the majority of combat doctrines: air superiority must be acquired to deploy ground attack aircraft.
For the Russians the strategy is different but in no case will light attack aircraft find themselves in front without air support and suppression of air threats beforehand.

But the mechanism of our game, the entry of the attack aircraft is not determined by the success or failure of the fighter, the loss of their own fighter, the attack aircraft still continue to rush to the front, and then be harvested by the other fighter, this is not equal to their own game experience to others? According to your reasoning, if you lose air control, you should not send attack planes, so I think the air combat history mode should be set in a certain plot of the game.

In case the attack planes are in the front line they would be the first to be hit by the fighters. The advantage of the system we have now is that the fighters are busy with each other when the attack planes arrive, which gives them a window of action to be able to do what they have to do.

I agree that the targets and rewards present on the ground do not allow ground attack aircraft to have a real role, however putting them at the front would not solve anything.

Imagine the situation, the attack planes are on the front line: the fighters of both teams are therefore a few kilometers behind, yet in top tier they are already within firing range to shoot down the attack planes. The first volley of missiles is therefore not intended for the fighters but for the attackers who cannot retaliate because the enemies are out of range