NOiZE wrote:then its also a rare event that you get swarmed by brawlers..
I find that, while the brawlers will do a lot of damage, the fighters _will_ cut them to bits. Plus, the missiles are a safer bet because you might have Arm's Flak-resistent ships coming, in which case your flakkers will accomplish nothing but blowing up friendly fighters. Flakkers are best left to defending crucial points of the base, while fighters cover the bulk. After all, the only things that normal missile launchers can't shoot down are those damnable radar planes (which, imho, should be returned to being super-sight/radar planes like in OTA instead of super-peepers). Although it is important to have some antiswarmers in case the enemy brings out L2 fighters to cut down your L1 fighters.
Personally, I want L2 fighters to get some minimal flare-protection so they can be used on patrols that get them shot at by Screamers.
BigSteve wrote:Ugh, flak doesnt need a boost ffs, mobile flakker need more hp probably but flak is great. If you boost flak by 20% (its aoe remember ^^), you might aswell just remove gunships from aa becasue they will be less than useless
Well, if you boosted flak by 20%, you could boost gunship armour by 20% as well and get rid of the little "L2 gunships take reduced damage from surface-to-air weapons" thing, just to shorten up the special-damage-list... but then flak would still be doing more damage against bombers... but what's one more special damage for bombers? THey already take special damage from everything else.