Well, if someone tells me that stealth fighters
never were stealth before without special treatment, I sure feel in the wrong reality... and the comments up there are far from any hostility

I think the Stealth is just
one of the problems noticeable in all the missions since SCP changed values and AI behaviour... I checked them lately and verified other players observations with my own:
So... now my 2Cents if you care or not:
- Any fighter below a heavy bombers feels like flying a paperplane, anything you ramm is deadlier then ever
- AI got better primary aiming in SCP - 1-2 hits you are destroyed, same goes for all kind of weapons - even flak is more deadly then ever (maybe cause you really sit in a paperplane)
- AI got better evading skills - bombers even won't do a normal bomb run - they stay at a safe distance and fire bombs at max range only - maybe that tactic even works since in SCP FS2 capship beams won't attack bombs/bombers anymore
- Missiles either work are are completely useless - while AI kills me with 2 Harps almost every time, I waste 8 on one Seraphis and hopefully 2 of them do some damage (my missiles hit in that case - I don't count all the evaded)
- Beams counting for the Kill % makes bombing pretty useless with capship-beams around - may be realistic and I know it got added cause of fighter-beams in the SCP code, but since its game and 5 years all created mission with this in mind I think it should be fun still to play older missions - if I bomb something and a capship-beam just kills my target (and AI kills still don't count for players in the same team) or simple gets more % then me, why do I play a bomber at all if I can't get a kill or points?
- Shockwaves are more deadly then ever, don't know for sure why maybe the paperplane effect again - some mission are auto-lost 90% all times because of that - example: Knife Fight (TS-Bandit_m01)
- Part of the AI changes seem to be reaction times too - example: TDIC (cet_m06) is auto-lost because AI fires seconds AFTER the missions starts even when AT missionstart all hostiles change to friendly team - worked fine that way in vanilla, doesn't in SCP
This list is not complete but something to work with...
These changes here and there, some ment as bug fixes, some ment as improvements - ALL of them completly remove any balance that game once had - that isn't only noticeable in my beloved Coops, TvTs are unbalanced too
How to solve it?
Please, make any of the SCP changes to AI behaviour and maybe physics an option checkbox in Fred2: so, if any mission was created for vanilla FS2 still uses the old AI routines and standard physics and any new mission created for the SCP that should have all these improvements simply would have another value/flag added
Plz, don't tell me "If you don't like the changes, don't use SCP" - it's not just ME noticing that something is completly wrong with the multiplayer part, I'm just the one telling you the truth...
In singleplayer I may be able to choose whatever build I want, even Vanilla FS2 - in multiplayer I need compatible clients with the same values and rules - and some balance, at best the balance FS2 had for the last 5 years...
Again I have no problem with some of the improvements - as long they are not auto-activated and don't overrule any former balance a mission was built for...
Thx, now rip me apart if you feel the need for!