Counter bombs with Bandit?
The problem with shield bots and roach is, that each roach which kills 2 bandits of a player which is lower on ressources "makes cost".
To protect your shield army against roaches, Bandits are insufficient - you can even cloak roaches or make jumping skuttles and still make cost against Thug+Bandit or Felon - Felon don't help against cloak.
If we should really be able to counter roaches with Bandits, Bandits have to be a lot cheaper and more independend from LOS ( dirtbox's hills block bandit's shots against roaches ).
One option would be to give Bandits teleporting weapon projectiles which allow them to shot through anything but hit only 1 target each time.
_____Back to topic:
I would like a repulsor-slow-bomb unit.
* deny any unit - ally or enemy - to enter a small area for a limited time.
* slow down any unit which try to walk into this area.
If you use it in front of your shield units, it can decloak cloaked units and allow your shield bots to retreat or recharge.
But before we make a shield bomb, we should get a more effective shield factory unit against snipers, penes and area cloaked or self-cloaked bombs.
Snipers/Penes:
* One option would be to increase Aspis shield charge capacity to about 4000 or 4500 and Thugs capacity to at least 3000.
* Another option would be to get shield capacitor units with no recharge, but a really huge capacity.
* A third option would be to equalise Felon's and Thug's shield size to make Felon less noticeable.
Is it possible to balance shield units if Aspis has still 3600 charge and Thug has no weapon/recharge, but 4500 shield charge?
With Thug/Aspis protected outlaws or Felons are much more usefull against defense and penetrators if Aspis is much longer charged at 3600.
For exchange Felons could get more HP/recharge and less shield capacity and shield size.