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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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