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       #Post#: 430--------------------------------------------------
       Flaks
   DIR By: bobby66
       Date: August 9, 2023, 7:30 am
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       27 flaks, energy 12604:
  HTML https://imgur.com/vIpVfAq
       28 flaks, Energy 12613:
  HTML 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
   DIR 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
   DIR 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
   DIR 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
   DIR 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
   DIR 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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