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Panzer Rush
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Return to: Buildings, flaks etc
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#Post#: 430--------------------------------------------------
Flaks
By: bobby66 Date: August 9, 2023, 7:30 am
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27 flaks, energy 12604:
https://imgur.com/vIpVfAq
28 flaks, Energy 12613:
https://imgur.com/MKo25yv
Energy price for 1 flaks: only 9 energy. Compare that you can
increase Energy +100 with 29 gold.
#Post#: 431--------------------------------------------------
Re: Flaks
By: bobby66 Date: August 10, 2023, 7:27 am
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Detection antenna range is equal to the flaks range.
It means that a base with a Jammer and a Detection antenna but
with L2 flaks allows an enemy Horten to enter the Jammer darker
area where L2 flaks don't reach.
#Post#: 659--------------------------------------------------
Re: Flaks
By: tony77 Date: October 31, 2023, 4:49 pm
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Flaks increase the energy buildings need. Even if you are
capable to make free concreate with the Refunding/Cancellation
method you still have to pay 19 gold for +100 energy.
1 flak needs ca 20 energy i guess?
The 2nd row of flaks are flaks 17-30 and it takes time to
destroy the 2nd row. To speed it up you may use even Karls etc.
1 set of Brums melts very quickly against 30 flak bases and
gpfs/bombers can do work only very few seconds.
It needs knowledge which wehicles flaks prefer/prioritize. A
general rule is that breda-like tanks get imemdiately flaks fire
when they drive in. But it has nuances and is difficult to
explain.
Often you kill enemy troops in front of their bases by sending
for example brums behind the base to take the flaks fire on
brums and at the same time you send Spit fire airplanes to
safely kill the enemy troops in front of their base.
Enemy bases with shadow antenna have a gray area around them
which tells the shooting range of flaks. Gpfs are positioned
just before the shadow area so that they don't have to travel
much to get into the shadow area and later out.
L2 flaks deal weaker damage than L3. It is wise to use terms L2
and L3 and forget the official terms like "armor/range" because
both levels are different in damage and range hence totally
different things, only armor is the same.
Newcomer heli and train bases have orange color and 1 flak,
usually newcomer bases have 1 flak.
Non-newcomer but new/red L1 bases have 6 flaks on air bases and
4 flaks on heli bases.
It is wise to practice clicking always firstly L2 flaks and
secondly on the L3 button. Because sometimes you notice that
gold ends and having only L3 without L2 is a bad choice.
L2 shooting range let's safely place Gpfs around the enemy base
but L3 doesn't allow.
1 bomber can destroy alone red new air base with 6 x L1 flaks.
#Post#: 674--------------------------------------------------
Re: Flaks
By: bobby66 Date: November 9, 2023, 1:53 pm
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A general rule is that L2 flaks should be avoided because they
deal less damage and enemues can easily kill troops in front of
L2 flaks, and that Detection antenna has less radius with L2,
and that enemy Gpfs can work safely with L2 flaks.
But sometimes 2 bases are so close to each other that they don't
allow to make L3 flaks.
Even if the close neighbour base gets destroyed you still can't
upgrade flaks if the base doesn't belong to alkeys yet and is
empty.
Some newcomer bases apoear later near your base and then your L3
base and they can't upgrade to L3.
It seems like only air planes heal, and not flaks and not
anything else.
If you want to make a top listing what defends a train base the
most then Top 1 are flaks, Top 2 are trains, mainly Awagen and
Bp44, and Top 3 are troops. Sometimes people don't realise that
and they run 15h of Steel production to make tanks in front of
their train base which has only half flaks.
L3 Flaks take typically 2% per second damage, for example 7 Gpfs
plus bredas do it so. With weaker combos like bredas+bombers you
get 1% per second damage. 3% comes with gpf+brums, and 4% with
trains.
The procentage may be like, 2%, 2%, 3%, 2%. Which in other words
is 2.25% per second. When the Karl weapons land their bullets
during the 2% damage per second attack the damage may rise from
2% to 5% for 1 time, and look like: 2%, 2%, 6%, 2%.
The Karl weapon is helpful if players are from different
timezones and the maps are safe old blueish maps. But if players
are both online then better to have 2 lines of Gpfs instead of 1
line and Karls combo.
Usually flaks try to end 1 set of vehicles before moving to
another set. But with Flower ships in fodder role the flaks
shoot every salvo to a different ship.
#Post#: 739--------------------------------------------------
Re: Flaks
By: bobby66 Date: October 7, 2024, 5:31 am
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You can spend ca 10 gold to speed up 1 flak building. Can be
benefitial if the opponents are near the new base.
If a base is under attack then generally it is not smart to try
to rebuild flaks because the attack most time end up with a
destroyage anyway.
#Post#: 751--------------------------------------------------
Re: Flaks
By: bobby66 Date: October 9, 2024, 11:18 am
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One idea is to have a choice of specialuzed flaks.
For example, a player could have flaks 1-2 as general typical
multiporpouse flaks, 3-10 as anti air flaks that are almost
ineffecent against ground troops, and flaks 11-20 as ground unit
specialized flaks that can't shoot air units at all.
Just such an idea.
What do you think? Or any other ideas?
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