Shield Generators (Full Version)

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Twotribes -> Shield Generators (2/3/2021 7:52:42 AM)

How do this work? Just put small one in same hex with units and large one on cities?




Twotribes -> RE: Shield Generators (2/3/2021 10:45:58 AM)

15 views, no one knows?




BlueTemplar -> RE: Shield Generators (2/3/2021 10:53:54 AM)

Yeah, that's what the manual says...

(I guess that you can put the large one anywhere you have the logistic points, but you won't be able to attack with it ? I also wonder how it works for multi-side attacks when the shields don't cover all sides ?)

I might soon have either/both kinds of shields fielded in my first game, I'll get back to you when/if I do...




Soar_Slitherine -> RE: Shield Generators (2/3/2021 1:27:46 PM)

If there's a shield generator involved in a battle, it will have a chance to absorb attacks targeting friendly units. Shield generators (either type) offer no protection to assets.




Mercutio -> RE: Shield Generators (4/2/2021 10:30:34 PM)

That find of sucks. I would like a field generator to absorb things like bombardments or nukes. It would seem to make sense to me.




Pratapon51 -> RE: Shield Generators (4/2/2021 11:56:19 PM)

Yeah, it's kind of a bummer, but from what I understand, forms of protection from asset damage are something on Vic's long-term to-do list. Maybe realistic, but not really fun!




zgrssd -> RE: Shield Generators (4/3/2021 9:53:04 AM)

quote:

ORIGINAL: Twotribes

How do this work? Just put small one in same hex with units and large one on cities?

As far as I can tell:
1. Shield Generators are in the Backline.
2. They got a 50% chance to become the target of any attack (protecting any target)
3. Their HP are reduced by each damage roll they stop, but recover to full every combat turn.
4. If their HP reaches 0, they retreat
5. Units that broke through deal 10 times damage (a order of magnitude more then the normal bonus). And if a broken through unit reduces HP to 0, it is destroyed.




mattpilot -> RE: Shield Generators (7/27/2021 1:55:50 PM)

do "wide area shield generators" do anything different from the normal shield generators?




Clux -> RE: Shield Generators (7/28/2021 2:32:21 AM)


quote:

ORIGINAL: mattpilot

do "wide area shield generators" do anything different from the normal shield generators?


No, their only difference its their bigger Shield pool




Pratapon51 -> RE: Shield Generators (7/28/2021 4:01:54 AM)

Since they can't move themselves, Wide Area Shields are indirectly also defense-only.

I build Wide Area Shieldsaround zone cities and important chokepoints/installations, but in general I find they appear too late in the game to make a significant impact, since later game almost invariably involves battlefields full of heavy metal that are not only highly mobile but easily overpower most shields. Mobile Shield Generators suffer both from having smaller pools and by slowing down most other vehicle groups they could be attached to.

I haven't yet had the chance to combine bunkers + shield generators.




ParadoxSong -> RE: Shield Generators (9/25/2021 8:50:10 PM)

Do wide area shield generators not even protect a wide area? Like, do they have an effect in other hexes, or just the one they're located in?




Clux -> RE: Shield Generators (9/25/2021 9:38:30 PM)


quote:

ORIGINAL: ParadoxSong

Do wide area shield generators not even protect a wide area? Like, do they have an effect in other hexes, or just the one they're located in?


They only protect the hex where they're located.




zgrssd -> RE: Shield Generators (9/26/2021 8:31:28 AM)


quote:

ORIGINAL: ParadoxSong

Do wide area shield generators not even protect a wide area? Like, do they have an effect in other hexes, or just the one they're located in?

One Hex is 200 km on the short diagonal.
So one hex is a pretty wide area, if you ask me :)




ParadoxSong -> RE: Shield Generators (9/26/2021 10:18:06 AM)

Still, that's shocking, I guess it's cheaper to build than a comparable number of Mobile, but it's incredibly niche. Thanks for clarifying, though.




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