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       #Post#: 114--------------------------------------------------
       Flower class howitzer boat
   DIR By: admin
       Date: May 12, 2023, 4:15 pm
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       Flower class howitzer boat
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       #Post#: 131--------------------------------------------------
       Re: Flower class howitzer boat
   DIR 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
   DIR 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
   DIR By: fastmotion
       Date: November 8, 2023, 6:42 am
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       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.
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