Shield Generators | ||||
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Mobile Shield Generator | ||||
Tech 2 Shield Generator | ||||
Tech 3 Heavy Shield Generator | ||||
Tech 2 Shield Boat | ||||
Tech 3 Heavy Air Transport |
Shield Info
How it works
Shields are entities created by units and structures as a sacrificial layer preventing damage to the underlying unit or structure. Shields come in two forms: unit-only and area coverage. Each have their respective advantages and disadvantages: Unit-only shields protect one unit while preventing land units from walking into the shielded area, since the shield acts like a second skin.
Area coverage shields protect any unit inside the field, but any land unit, including enemy units, can walk right through these kinds of shields. Shields act like normal units when it comes to damage; the shield bubble dissipates after taking damage that exceeds the rated shield hit points. Because units can walk right through area coverage shields, it is important that walls be built in front of the shield, or point defense/land units, be placed inside of it...a shield generator's hit points are so low, all it takes is 5-6 tech 1 units to have the opportunity to move safely inside and aim directly at the source of the shield, and the shield is as good as gone. In other words, do not give your opponent the opportunity to move inside the shield. AA defense/units are also recommended because Air Transports can drop units inside the shield as well.
T2 Versus T3 Shields
A T3 shield generator has a greater radius and more strength than its respective T2 shield generator, but costs, on average, 5x the mass and 8x the energy, for only twice the strength and twice the radius. Therefore, T2 shield generators are better in the long run. However, a T3 shield generator is necessary if you need the area coverage and the protection, but don't have enough room for several T2 shield generators.
Abilities
Any unit with the engineering suite ability can be ordered to assist the shield generator, thereby regenerating the shield at a speed directly proportional to the number and type of engineers assisting it.
Faction Differences
UEF
Their shields look like glowing squares that move from the top to the bottom of the shield and vary in brightness(the brightness variance moves in waves from the bottom to the top) and pulse lighter to indicate that their shield strength is low. Their T3 Shield Generator has a larger range but weaker shield, perfect for protecting economy farms.
Cybran Nation
Their shields look like a rather thick purplish bubble that has lighter colored 2D bubble outlines moving about the shield surface. The shield signifies it being low on energy by pulsing a reddish color. The Cybran faction has the distinction of being the only faction to not have any units with personal shields. They also have the best standard shields but the worst fully-upgraded shields.
Aeon Illuminate
Their shields look like a terrain-colored (with a slight green tint) bubble with moving darker points on the shield surface, and the shields glow brighter to signify low health. Their T3 Shield Generator has a higher health but a lower range, perfect for protecting turrets and artillery and such.
Seraphim
Their shields look sort of like horizontal currents of teal smoke moving toward the top of the bubble and fading away as it goes up. Their shields have a combination of high strength and size making them equally useful at protecting fragile structures or large ones. As an offset, they cost slightly more than any of the other faction's shield generators. It is also important to note that unlike the other factions' shield domes, the coloration or pattern of the dome's surface does not change when damaged, making it difficult to determine which shields are close to failure. Seraphim shields also have the longest recharge time of any other factions' shields.