i hope this is not the true value:
"Bugfixes/QoL changes
Minimum Range Removed
Given handbrake ability to prevent accidental movement
The FlakHT now displays the max range of the weapon when selected
Increased building time of FlakHT from 40 seconds to 60 seconds"
even when they chance it to only 6sek....it is really tooo long ...one guard and it must be drive fast to save area...even the MGs can pentrate it easily and with this setup time..u cant push MGs with it..u can only hold an area...untill the first light tank come
and this unit cost more than a bofors (wtf)
251 Flak Half Track
We’ve found that the 251 Half-Track was under-performing in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown. Given the early arrival potential arrival of the flakHT, we are increasing its build-time to prevent it from being rushed to cut an opponent off their resources, before it can be countered.
Garrison Damage Multiplier increased from 0.25 to 0.35
Garrison Accuracy Multiplier increased from 0.4 to 0.5
Defensive Smoke no longer requires vet 1
Defensive Smoke munitions cost increased from 0 to 25
Vet 1 now reduces cost of Defensive Smoke from 25 to 10
Penetration increased from 20 to 30
Bugfixes/QoL changes
Minimum Range Removed
Given handbrake ability to prevent accidental movement
The FlakHT now displays the max range of the weapon when selected
Increased building time of FlakHT from 40 seconds to 60 seconds
Fixed an issue where the OKW FlakHT could setup on the move
Fixed an issue where the setup timer would reset (prolong) when given new attack commands