Flak Cannons, versatile multi purpose guns

Heavy Anti-Air Guns found themselves pushed into Anti-tank and infantry roles where they performed well, being great versatile multi-purpose weapons.

In game we can use them in all roles, anti plane, tank, and even infantry.

They can cost 20 Engineer resource points so you can only build one. This makes it a strategic decision if you’ll spend all of your points building a single Flak gun, or use them for rallies, sandbags, barbed wire, etc. This would also mean that likely you won’t see many of them. It would not make regular AT and AA guns obsolete because they have different roles.

AT guns and AA guns cost less points so you can build more, and they have a smaller profile, and the crews are somewhat shielded. While Flak cannons have a much larger profile and the crew is very exposed so they are vulnerable to snipers, mortars, etc. They aren’t able to saturate the sky or targets like regular AA guns. Flak guns are practically easier to take out than heavy tanks

They would not be “BR” restricted whatsoever just like bombing runs or HMGs (as some have suggested). This allows them to deal with threats in any battle. I could see these being versatile weapons against the mighty KV in early war battles or Shermans in the Pacific

US: 90 mm gun M1

UK: QF 3.7-inch AA
image

Soviet Union: 85 mm Air Defense Gun M1939 52-K

Germany: 8.8 cm Flak

Italy: Cannone da 90/53

Japan: Type 88 75mm AA Gun
image

15 Likes

Oh yess, I remember obliterating enemy planes with AA guns when I was starting playing Enlisted, now its not worthy to build those

3 Likes

People wont even use them, i lay AA AT MG nest, and they still wont use them.

I like a idea where the ones placed around maps, that are just decoration, not able to be used, ones your tank can get stuck.
are utilized, you take a point, you get control over the assets close by.

3 Likes

Seen these as map decoration - but would be cool to be able to capture and use them. That way they could be designed in such a way as to prevent them being exploitable.

AA is already good enough to take out planes, just takes one or two hits - they were nerfed but that just means you have to aim/time them now and place them well - and can’t spam them on infantry.

3 Likes

I still see aa every game that i fly. It does its job

Once you kill someone a few times in a plane, they will sit in aa for the rest of the game. (Especially if you shoot down their attacker)

They might not get you on the first or second pass, but its still balanced. They can shoot at you for free (you cant see them)

3 Likes

I mean I see AT and AA often, I occasionally use ones left behind. But usually it’s the builder’s who should be using what they made. With 6 infantry and 4 vehicles, the team can only really spare 1-2 players manning cannons

I disagree. I like the sandbox nature of this game and how players can really personalize their experience, such as building our cannons and defensives however we want. If Flak guns are static emplacements always in the same place every time then everyone will always just shoot them right off the bat

But if we can build them however we want them you never know what to expect

2 Likes

Disagree, how am i meant to man a AA and a AT and a MG nest.
these are tools for all to use, if you spawn as inf and running towards a point, there will be a AA or AT, etc, use them.

1 Like

I do think it’s great that you support the team.

Personally for me I just make a tactical decision. With my Engineer spawn am I going to build defenses or maybe I’ll be the AT or AA guy. I once spent a whole match sitting in the back as AA

I think the issue is with sometimes how fast or slow a battle goes determines how many cannons you see. Some matches just go lightning fast that we don’t have any time. Usually I only see cannons if the match is a slog

In general I think they need to refine the flow of gameplay. I mean look at HLL. Maybe objectives shouldn’t be capped in seconds or should be larger

I also think they should mark all friendly AT, AA, MGs on the map so it makes it more visible for teammates who may use them

1 Like

Yeah I only bulld AA when it’s needed - I don’t man it long term. If I get shot down, or the enemy is bombing effectively I’ll build one, jump in, take them down and leave it behind.

AA needs to be built in a fairly open space - meaning you can’t really be near the objective helping win the game, so your team can’t afford to carry you just sitting in one waiting.

3 Likes

Yeah I agree with this assessment !

I think if ppl took the time out of their run and gun game then they would be able to build more resilience into their side.

The issue most teams have is that there is a need for both some part of the team to be pushing/assaulting/defending the caps and a part of the team to be supporting that effort.

Given the current specialisations in game, and I guess taking into consideration the level of progression for the typical punter, there is clearly far more ppl in the run and gun / assault stage of the game either by way of progression or because that’s their playstyle.

The AA is perfectly capable of dealing with the planes in game. It is vulnerable to being highlighted / spotted just like any other squad, and snipers camping high places have an obligation to do that as a matter of course, since they can observe much of the battlespace.
Equally the lead indicators on planes make AA effective even for beginners so really there is currently sufficient parity between the opposing systems.

All it takes is for players to use correct tools correctly.

This is where I think the Vets need to step in, take a back seat from the run and gun show, and support their team in novel an inventive ways to make the game more fun. Sure it might prolong the experience but that just means more XP for all concerned.
You can always revert to carrying the team to a win if that’s what it will take to do so.

2 Likes