I look on many replays and arent suprise that wery low player are using static flak for air defense.
When you look on this
http://faforever.com/faf/unitsDB/unit.p ... 04,XSB2204
vs
http://faforever.com/faf/unitsDB/unit.p ... 05,XSL0205
its absluthli unbalance. Diferences:
Static : cost 2,45x more like mobile, has less dmg like mobile (aeon has 2xless dmg!!!), it cant move, it has 2,5x more hp, it has biger vision radius (20 vs 24)
So the player who use brain and know this never, never use static flak, but rather spam mobile. That i think it must be changed, becase then make this structure is big mistake. (Why has aeon static 2xless dmg like another?)
How make it?
I look some way how balance it the first is change dmg radius of mobile flak. Thats logic that static defense whoul has biger radius and biger dmg, dmg is on this time many time biger like in Point defense that see better way on reduce dmg radius. (For example point defense has 110-150dmg and cost +26%mass, when average T2 tanks - pilar cost less like T2 air and has 1time more HP with same dmg.)
So, for making fraction diverzibility i suggest make it diferent. Mobile change on dmg radius from 4 to 1,5/2 and range change from 40 to 30
static get radius 4, and change it by faction style
Aeon: bigger dmg, lowest radius
Cybran: (its called burst master) take them burst dmg = big dmg and big reload time with average radius
UEF: more HP
Serafins: quite less price, becase has worst air.
second way is making mobile whitout flak absoluthli, anti air today is extremly strong on price for geting it. But im biger funs of first suggestion.
aeon: equivalent of "blase" fire
Cybran: can has laser like has rhino,
UEF: gattling like TMD
Serafins: beam wepons.