BTW TK push blows vs bombers.
I think you are trolling...in fact I know you are, but let me get my dead horse beatin' stick anyway...
First consider the usability of each ability:
- Flak burst has range of 3000 (lvl 1) to 4140 (lvl 4)....TK push has range of 4000...
- Flak burst has cooldown times of 12 (lvl 1) to 7 (lvl 4) with an average of ~9...TK push has cooldown of 10...
- Flak burst has AM cost of 100...TK push has AM cost of 90 and is on a ship with better AM reserves/regen...
Now let us consider the effects of each ability:
- Flak burst does 30 (lvl 1) to 69 (lvl 4) damage...TK push does 20 (lvl 1) to 46 (lvl 4) damage...
- TK push actually pushes SC away and disrupts bombing runs - note that TK push (range 4000) outranges bomber weapons (range 2400)...
- TK push slows down affected SC for 15 seconds
In terms of usability, TK push has a clear advantage at lower levels...it has much greater range and a better or comparable cooldown...at higher levels, the usability of each ability is fairly comparable...flak burst can be used quicker and has marginally better range...however, TK push uses less AM and is on a cap with more AM reserves, AM regen, and 2 passive abilities (so nothing else is competing with that AM)...
Personally, I say TK push has better usability...it's clearly better at lower levels, and is barely beat at the higher levels...furthermore, it is more AM friendly lending to greater utility in long, drawn out battles (not that attrition really matters much when it comes to bombers)...
In terms of raw power, TK push only does 2/3 the damage of flak burst...however, it disrupts bombing runs completly (as in, you can prevent SC from hitting parts of your fleet for short windows of time) which is useful even if you only have one Halcyon...flak burst meanwhile only does raw damage, and without 2 kols it's utility is severely diminished...
Just let flak burst decrease their accuracy slightly for 5 seconds and let the debuff stack so that multiple Kols can do a better job at defense.
Needs to last longer than 5 seconds, and shouldn't bank on stacking...no capital ship ability should depend on you having the same ship with the same ability...
I personally liked having a periodic action ability with much greater range and a heafty accuracy penalty (I think I used 15% or so?)...while it initially seems bad, the damage overtime combined with the greater range made one instance of the ability more dangerous...of course, I haven't played with it recently and I had bombers slated with a slightly different balance of power...but anyway, it was cool to see constant looking of the flak burst effect...