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| #Post#: 114-------------------------------------------------- | |
| Flower class howitzer boat | |
| By: admin Date: May 12, 2023, 4:15 pm | |
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| Flower class howitzer boat | |
| https://imgur.com/EenJWkP | |
| #Post#: 131-------------------------------------------------- | |
| Re: Flower class howitzer boat | |
| By: fastmotion Date: May 13, 2023, 8:56 am | |
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| As you see the ship makes 12'000 damage to flaks. And the rate | |
| of fire looks similar to Gpf tanks. We should document in the | |
| future how many bullets a vehicle shoots in 10 seconds. Maybe | |
| all tanks have the same rate of fire? | |
| But that 12k flak damage is similar to other flak-destroyers. | |
| So, one ship equals around 3-4 Bredas probably if you look the | |
| damage, that's why ships are useless. | |
| I'm not sure how much health 1 maximum level flak has. Feels | |
| like 700'000 health. But maybe the maximum damage amount is nit | |
| applied always, but there is a randomness, so that max 12k | |
| damage bullet makes fist time 10k damage, next time 6k damage, | |
| etc. We should investigate. | |
| But in overall ships seem to be very inefficient. Like immortal | |
| 4 Bredas. | |
| #Post#: 388-------------------------------------------------- | |
| Re: Flower class howitzer boat | |
| By: bobby66 Date: July 20, 2023, 11:13 am | |
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| A brutal truth is that 1 Flower ship makes less damage than 1 | |
| Gpf tank. | |
| 1 Gpf costs around 1000 Steel and a set of 17 Gpfs costs 17k | |
| Steel. But 17 Flower ships take more than 1 set, they take 6 | |
| sets/groups, plus they take more than 17k Steel, they take 17 x | |
| 10k = 170k steel. Ships are 10 times of the expence of Gpfs. | |
| Ships have a big amount of armor and you can use them like | |
| Bredas in front of enemy river bases while attacking. | |
| A nongold player cannot usually afford to spend 10k steel for a | |
| vehicle. | |
| Having 10 Fliwers does a minimum help in firepiwer and defending | |
| the ships from enemies requires big expences. Enemy helicopters | |
| and Kats attack ships often but also other vehicles including | |
| enemy submarines. | |
| Similar to m1931 tanks ships may feel entertaining and if the | |
| main goal of owning the map is guaranteed then it is fine to | |
| entertain with ships. But if the priorities are not yet surely | |
| met then it is obviously counterproductive to make any ships and | |
| more progressing would be to have 1 Gpf instead of 1 ship. | |
| If the game needs changes/rebalancing the obviously Flower ships | |
| should become equal to B12 trains plus all limited ammo vehicles | |
| need buffs. | |
| The name comes from the word Flow which means somethings moves | |
| somewhere. And the ending Er makes the word to an performer, so | |
| the FliwEr is something that flowes on the water. It is not | |
| pronounced like the Garden Flower, but like Flow, Blow. In some | |
| languages when you do fishing the a hook is under water but a | |
| small pen-like piece flows on the water above the hook. They | |
| call the thing Flower too in their languages. | |
| A brutal truth is that all ships and ship bases are | |
| counterproductive. It is good if enemies take ship bases. | |
| If the ship base is close to a bridge, and/or is additionally an | |
| helicopter base, then it has little bit importance. But ships | |
| itself and specially the Flower ship are not importand and even | |
| counterproductive for your goals and priorities. | |
| Sometimes an enemy ship base is just on the opposite side of the | |
| river, very close to your ship base. Even then it is not | |
| rational to build any ships, just have 1 set of Gpfs and Mauls | |
| and those are 10 more cheaper than any ships, and more | |
| effective. | |
| Maybe in very rare cases it is fine to have 10 Flowers in | |
| positions and log off for next 12 hours meanwhile alleyes from | |
| other timezones log in and send bredas to attack a base which | |
| triggers the offline player's ships to fire. A very expensive 10 | |
| ships with the price of 100k which needs 15h of steel | |
| production, but if timezones conflict then maybe this is the | |
| only way the oflline player to ever participate in teamwork. If | |
| the priorities are finely in progress then fine to entertain | |
| with ships this way. A lowgold player can buy for 10k also 1 set | |
| of m1931 which can be used anywhere not only in river area. Note | |
| that 1 set of m1931 has 7 guns which is 7 times more than 1 ship | |
| has. So the m1931 may be more suitable choice for lowgold | |
| players than ships. If a lowgold player playes safely then he | |
| can bring his 1 andvthe same set of m1931 plus 2 sets of ammo | |
| vehicles to 30 jobs plus loading those vehicles manually 1 hour | |
| every day. And that small help on 30 teamworked jobs is even | |
| little bit more effective than ships do. Both are bad vehicles | |
| but if gold levels are low then even m1931 is a smarter choice | |
| than Flower ships. A richer gold player should buy Gpfs, Brums, | |
| Tigers, airplanes, Bredas, but not ships. Because richer player | |
| influences priorities achieving more than lowgold players. For | |
| that reason they must be effective and quick, so there is no | |
| place for ships or m1931, but those lowgold players impact is | |
| low anyways so if they entertain with ships etc then fine and | |
| they can't afford to make Gpfs and brums and lose it every day. | |
| But even lowgold players should prefer for example air planes | |
| which are cheap and more effective than ships. | |
| To repeat the brutal conclusion: making ships is generally | |
| counterproductive for the teams goals. But having nongold | |
| players in the alley is of course the mist counterproductive | |
| generally, and the king of counterproductivity is inactivity. | |
| If the enemies are inactive then they become Newcomer bases | |
| eventually or even ships can destroy them if they shoot 4 hours | |
| in a row. | |
| Practical suggestion is to experiment with ships and feel how | |
| low damage they make. Or look your attacked bases how slowly | |
| flaks take damage while enemy ships shoot. | |
| If one really loves ships then there are other ship games where | |
| one have hundreds different ships. In this game one must | |
| understand the Meta or in other words what is effective and what | |
| not. | |
| Knowledge of all ships is still needed because sometimes the | |
| closest alkey base to an action is a ship base and then you make | |
| with 10 seconds 3 ships including the Flower and that may solve | |
| the situation in the nearby action well. Also ship base is | |
| defficult to attack because it is not well accessed because of | |
| the river, one must know the knowledge about ships. Seems like | |
| in Youtube somebody made an illusional video that showed that | |
| ships sre effective, hence people have illusions about Flowers | |
| and claim that ships can be effective. | |
| #Post#: 663-------------------------------------------------- | |
| Re: Flower class howitzer boat | |
| By: fastmotion Date: November 8, 2023, 6:42 am | |
| --------------------------------------------------------- | |
| Flaks shoot 1 salvo to 1 Flower ship by making a small % of | |
| damage and the next salvo goes to another ship. | |
| Seems the flaks have a specific order to which Flower ship he | |
| shoots in a circle, like clockwork. | |
| https://imgur.com/M9gMc9L | |
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