
The high roll speed sometimes makes it hard to control, though.

It's a hybrid plane with the AOA limiter, a turn speed of 105, excellent yaw for gun targeting, great maneuverability, and it's got the nostalgic wings, boxy front, and signature engines of the F22-A. I heard about the copyright issue, and I was ecstatic to see the VX-23 prototype's purpose during my Conquest runs. VX-23: I was wondering why there was no version of the F22-A in Project Wingman.

It carried me to the end of my first playthrough. It tends to do badly at high altitude, though.į/S-15: It's a great investment for your first prototype, with the AOA limiter and an impressive turn speed of 110. It doesn't do well at high altitude.į/E-18: It's not as good as the MG-29, but it also received the AOA limiter and it costs fewer prestige points in Conquest, and it handles well. It now has the AOA limiter, so it's even better than before.Īccipiter: I've been playing around with this one for a while, and I do have to admit that it's unique characteristics make it very versatile. MG-29: Probably the best all-around fighter for a reasonable price. But it has all of the gun pods, and the HGP is really powerful.į/D-14: It's a mid-tier interceptor, but it can dogfight and it's the best two seater in the game right now. SK.25U: It's the one attacker in the game, and it's slow to boot. But it has a decent weapons package plus two seats, and I just started playing AC4 on the emulator so the design stands out.į/C-16: The Fighting Falcon is actually useful this time around, as opposed to it's overshadowed nature in AC7.

I've been compiling a list of my favorite planes by trying them out in Mission 11.į/E-4: As a early strike plane, it's not the most maneuverable thing ever.
