Talk:Heavy Flak/@comment-6991295-20160330174648/@comment-6969786-20160408004721

The Hunter Missile, once it locks on you range no longer matters so you can not run from it.

This one is like any other turret if you back out of its range your safe.

NOW, this difference is really only important on some occasions....
 * For Defense Waves during an event I'm going to say this one is better because the AI will not try and run or protect its air if it is being fired at, therefore the locking on is not as important.  I can still be useful to go against strafing aircraft but its low fire rate and long power up makes this a very limited advantage


 * For PVP the advantage might be with the Hunter Missile because players USUALLY want to get away when taking fire ( the brute force player being the exception ). So if they wander into its range by accident, as i do sometimes the only way to get away is retreat ( but as you know that is rarely an option since you have almost no control of its retreat path ) or end the attack, hopefully in time before it fires. If your attacker ends his attack it gives you a possible window to add to your base defense platoon or attack his platoon outside your base.

SO..... Having this turret does not make the other obsolete it just more clearly defines both of there uses. Each with a slight advantage over the other in specific situations.

THIS IS A GOOOOOOOD THING! Anytime the player has a choice of using a specific things in for a specific reason the BETTER THE GAME IS. If the game was a one thing can do every thing on defense and a one unit can do everything on offense there would be NO GAME. IT gives players and the rogues weaknesses and strengths based on the choices they made in their defense and attacking units. Having the knowledge of what these weaknesses and strengths are and how to exploit them is what make the game fun and challenging. The exact thing that a brute force player bypasses and then complains about repair time. But that is a whole different rant .... lol.