I'm speaking of air to air missles, these are the lock on missles outfitted on an ESF. Lock on missles on infantry isn't overpowered and is outright to weak, given how you can just fly away outside of locking distance.
Why lock on missles on aircraft are overpowered is locking on to someone is trivial, you can't just flare and make a get away like with infantry. The only thing you can do is turn around and fight wich works fine in 1v1, but spells your doom in large engagements. What's worse is there really is no way to see where the enemy is locking you from, add in vehicle stealth and finding the source of the missles is like finding a needle in a haystack, given how long range you can use those things.
There really is no way to combat it in a real large scale air battle, wich lends itself to air zergs, wich is all around bad for infantry to.
All in all air to air esf rarely even use their nose gun when outfitted with missles, wich is moronic. The ground to air strength is not even in the question, though personalyl I'd say it's in a good spot now.
I really have to disagree on a lot of these points.
1) Lock-on range for A2A missiles is
pathetic. I believe their lock-on range starts at ~250m, which is
half the range of a G2A missile. Moreover, infantry with G2A launchers are a small target that can be mostly obscured by surrounding buildings; ESFs are large, highly-visible targets with almost no ability to take cover during combat. If you can't find the source of an A2A missile, that almost certainly means it's right behind you, on your tail, which is exactly where a pursuer in a dogfight
should be. And vehicle stealth doesn't make a large impact in your ability to
visually identify the enemy.
2) Decent dogfighting pilots make
heavy use of nose guns, for one trivial reason: A2A missiles take approximately three years(-ish) to reload when in combat. Even the 1000 cert upgrade reduces reload time by a pathetic 15%. You can fire off 1-2 full bursts from the Vortex Rotary (or your nation's equivalent) in the time it takes an A2A missile to reload, depending on whether you've upgraded the gun's magazine size.
3) Flares. Just flares. Wait until the missile's been launched, then enjoy your 5 seconds of complete immunity to A2A missiles before shooting down the poor fool with your main gun.
My personal experience has been that dogfighting usually comes down to 1v1 encounters, where the pursuer fires off their A2A missile and then tries to line up as many main gun shots as possible, while the target tries to juke and outmaneuver the pursuer in the hopes of changing the roles. Large air zergs degrade a bit, but even then the use of flares prevent the battle from relying entirely on A2A missiles.
Finally, remember that A2A pilots are pretty useless when it comes to attacking ground targets. I've seen more than one anti-air ESF group sit uselessly over the battlefield as a major installation was stolen from them, unable to do anything more than attempt a few futile strafing runs against enemy tanks. If worst comes to worst, any A2A ESF group can be handled by spawning as a G2A Heavy, or a Burster MAX, or even a Skyguard Lightning, and then shooting at them until they're forced to retreat.