For instance the t2 static UEF shield:
9000hp (size: 26, regen rate: 120hp/s, recharge time: 15s, recharge rate: 600hp/s)
To kill 2 Shield overlapping bunker you need to have Over 1000 DPS to permanently disable the shields alone.
When we look at mid game we see mostly low HP units with medium range. T2 PDs outrange every T2 Land unit that is not a MML. And the effectiveness of MMLs can be quickly reduced by building a few cheap TMDs.
The game usually goes down the road of teching up to t3 (and then the problem with quick t4) because a Heavy Assault can provide 400 DPs and enough health and range to do such an attack. Deciding to break open a Bunker fortress with T1/T2 can be a deathblow as the attack has to work and you have to get the reclaims to balance up the investment.
Mobile shields:
while they are imo fine in Mid and late ground battles, hovering shields seems to really mess with navy battle, especially in late game.
Navy battles are relatively low "DPS for mass" battles. For instance a T2 Destroyer does arround 250-300 DPS for over 2 k mass. If we look at the Aeon mobile shield
Shield:
3800hp (size: 16, regen rate: 58hp/s, recharge time: 26s, recharge rate: 146hp/s)
Economy:
mass: 144, energy: 1080 (-125), build time: 792
If you have 2 of them, you can tank a Destroyer. A 300 mass investment vs a 2200. Lets talk about scaling. While its not the easiest thing in the word to maintain several shields in early and mid (spending mass into t2 pgens instead of navy/whatever) it becomes just trivial in Late.
Lategame example: a Battleship costs ~9k mass. It does 450 DPS. While its great to have it as "burst" damage and long range firesupport, shields just easily nullify such a huge investment.
Shield boat:
8000hp (size: 120, regen rate: 80hp/s, recharge time: 32s, recharge rate: 250hp/s)
Economy:
mass: 1300, energy: 13000 (-150),
Shield boats fall into the same category. While it is a bigger investment then T2 mobile shields, its much more effective in early to mid due to its big shield size. I never considered Shield boat to be weak or to strong in these stages of the game, but when you get "enough" in late, it just becomes the same problem. Not enough DPS to break the shield wall.
Cybran get screwed over big times in late, Aeon Navy becomes just ridiculous in late and Mid game bunkers are to hard to break. Shield Recharge makes bunkers to strong and massing shields in late is just a win button in Navy.TL,DR
The question is: can we improve the situation? Or is everyone happy with it?