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Properties and behavior of shields.


Introduction



Shields can protect units inside by absorbing the damage from attacks in exchange for charge. While shields can stop all but a select few weapons, any area of effect from the detonation will still pass through the shield, so don't expect any units near the edge of the shield area to be completely safe from harm.



Shield Charge



When shields take damage, their charge is depleted. As the shield charge depletes the shield color will change from blue (full charge) through purple to red (no charge). They will continue to stop weapons until the amount of charge is lower than the damage done by the weapon. Large shields (both static and mobile) require energy to replenish their charge, and with sufficient energy will recharge at a steady rate. Their regeneration can be toggled off and obeys priority. Small (personal) shields recharge at no energy cost.

Shield Link



Shields automatically link up to share charge, so if a few shields are taking more damage, charge will flow from the undamaged shields to the damaged shields. There is no limit to how many shields can link together. However, because charge transfers at a finite rate, one shield in a large chain can still be made vulnerable with focused fire. For shields to share charge, they simply need to overlap. Transfer always happens from the shield with more absolute charge (not %) to the one with less.



Shields from any type of unit can link together.




As a shield takes damage it turns red. The shields it is linked to will help recharge it.

In-depth Mechanics



As a general rule every weapon is blocked by shields. When a projectile collides with a shield its damage is compared to the current shield power. If shield power is greater than weapon damage the projectile explodes. Continuous beam lasers that collide with shields drain the shield completely before the beam penetrates it, the beam stops at the shield if intercepted. As the damage exceeds the shield's power, the laser penetrates the shield and deal the remaining damage to the target.


Beating Shields



Area Shield


Artillery units with high DPS/cost such as Hammer can wear a shield down over time. As an added bonus the accuracy of the weapon does not matter because shields are very large, this makes Tremor particularly effective. Disarm bombers (Thunderbirds) are a good example there, as they deal such a staggering amount of disarm damage over large area they become a hard-counter for shield blobs.

AOE weapons in general have poor raw damage so are poor against shields unless you wish to use the AOE to hit something near the edge of the shield.

High burst weapons such as Penetrator can usually pierce a shield in one shot if the shield power is lowered somewhat first. Tacnuke is another good example, a shield on less than 95% power will let a tacnuke right through.

If your opponent has a shield extending beyond their defence you can move short ranged high DPS units (such as riots) in and attack ground to drain the shield. Make sure to stay out of the range of turrets that are probably within the shield.

Jumping units can jump right into the middle of an area shield and bypass it.

Personal Shield


Personal shields are weak to the same things as Area Shield as well as a few more. In particular AOE works well against personal shield as the low shield radius will cause a lot of AOE weapons to damage the shield owner even if the projectile explodes on the shield. (In effect, AoE weapons can do damage twice: once to the shield and once to the unit.)

Shield linking means that shield units are typically cramped together. Crawling bombs are exceptionally good against shielded packs if they are planted as landmines.