ORIGINAL: KungPao
Adding more salt into this "turn auto evasion off and winning a BVR duel" thing
I remember someone complained that in this game the height and speed don't translate into an air battle advantage.
So here is a gamey move. Turn off the auto evasion, set attack altitude to 100ft. when the enemy's missile hits you will still have full agility benefits in the final PoH calculation. it is possible that you can even get Sea skimmer modifier benefit if the battle happens over water.
Emphasis added
You are absolutely right about this and this is one of the things I wish the developers would fix most.
The reason for going fast and high in a BVR fight is that
First, going fast means you have good kinetic energy and that translates into the BVR missile you fire achieveing a higher kinetic energy, ie speed, since the missile can obviously reach a higher speed if it starts to accelerate from 950 knots instead of 300 knots. Then the missile will have higher kinetic energy - ie it will be in a higher energy state - when it's engine burns out after a few seconds and it can then glide fly longer and/or reach the target with a higher energy state that allows more intensive high-G manouevering in the terminal stage of the interception which equals a higher Pk, ie a larger chance of a kill.
Second, going high means A) that the missile has more situational energy (I hope that's the english term, it's what it's called in my native language) that can be turned into kinetic energy by diving and B) that the missile can travel though the much thinner air that exists over about roughly 20000 k feet if the missile flies straigh at it's target or C) if the missile is of a modern type that clims into the thinner part of the atmosphere a missile fired from 45 k ft will obviously have to climb much less than amissile fired from 3000 feet and hence the missile ddoes not need to use as much energy for the climb to get into the really thin air of the upper part of the atmosphere. In other words, the missle does not need to use as much of the quite small amount of it's energy that is stored in it's propellant in the rocket engine to climb into the thinner parts of the atmosphere since the missile starts out higher and thus it also achieves a higher energy state on engine burn out.
Please note I do not mean to assume that you don't know this, I am only explaining it for those who might wonder what you're comment is about.
I haven't checked this out for a very long while, I did it last a while after CMO was released, but what I found then was that a modern climbing missile (An AIM-120C-7) fired from about 200 ft above sea level did only achieve 3 % less range than a missile fired from 36000 ft.
In reality the difference should be 50 % or most probably much more.
To boot, if you stay low in CMO your radar, even it it has no look down/shoot down abilty you will get a good fix on any high flying target while your opponent aircraft, if not eqipped with a modern advanced radar with LD/SD-ability will have large problems getting a weapons quality track on your aircraft that is flying at minimum level over the sea.
The only negative thing with going low is that you spend more fuel so it's not good to set up a CAP with a 100 ft station altitude, but if you like to cheat you have everything to win by going down low when hostile fighers are inbound and you have BVR missiles.
This effect screws up the dynamics in a BVR fight since an aircraft that just had to dive down low, just above surface level to avoid a missile and manages to avoid that missile, can now return fire againt your aircraft at the same distance that you can fire at him even if your aircraft stayed high at 36 k ft,
and with equally capable radars from about the late 70s (Very early look down/shoot down) he will now likely be able to easily get a weapons quality track on you with his radar and can launch immedately against you, while your radar will probably struggle to get a weapons quality track on him because of clutter so your aircraft has to fly towards him just to be able to fire a missile.
And both missiles, assuming they have the same range and speed, will have the same chance to kill the opponent, all else equal - in fact you are in a worse position at 36 k feet since you might not be able to get down really low when his missile comes near you while he will most certainly be able to do so since he will probably only be at at most at half or a third of your your altitude when both your missiles enter the 10 nm radius when aircraft start to dive for evasion.
I so wish the devs would deal with this
But they really struggle to make the game better so eventually we will get there.