Just how effective are mobile shields? What is the best ratio of shields to harbingers?
Asylum
Health: 100hp (regen rate: 0hp/s, armor type: Normal)
Shield: 3800hp (size: 16, regen rate: 58hp/s, recharge time: 26s, recharge rate: 146hp/s)
Abilities: Hover, Shield Dome
Economy: mass: 144, energy: 1080 (-125), build time: 792
Intel: vision radius: 20
Physics: max speed: 4, turn rate: 150
Harbinger Mark IV
Health: 4600hp
Shield: 1300hp (size: 2.5, regen rate: 9hp/s, recharge time: 60s, recharge rate: 21hp/s)
Economy: mass: 840, energy: 9600 (-25), build time: 3600, build rate: 3
Physics: max speed: 3, turn rate: 120
Then there is the issue of power for the shields. It cost 3240 mass and produces 2500E. So 2500/3240=1.296 mass per unit of power. Sheilds cost 125 power each so 125*1.296 = 162. So a T2 mobile shield cost overall 144+162 mass = 306 mass overall for 3800 HP over a wide area and some insane regen
A harb cost 1.296*25 = 32 mass. Then you got the cost of the harb at 840 mass. That is 872.4 mass overall for 5900 HP and 375 DPS.
The thing is mobile shields are so effective. 10 harbs and 15 shields for a cost of 13314 mass will kill a monkeylord that cost 21k. 3 harbs and 6 shields will kill 5 harbs and lose only one harbinger.Is this fair? The harbs and shields cost 100 more mass yet will devastate the unshielded enemy. In T3 land battles if you do not have shields and the enemy does and you both have equal mass invested into each army then you can be sure to lose. I feel this should be the case but not quite to the extent it is now. The problem is with the regen the shields have. Once the battles last long enough for the shields to regen the benefit you get from then doubles. Here on in the cost effectiveness of them is insane. There is simply no cost effective way of dealing with a shielded army except with one of your own. I have not gone into great depth here as you also have shields with percys and shields with navy.
Shields are balanced ok for battles that they dont regenerate in. But once they do the cost effectivness of them is too high. I think the only solution to the problem that keeps shield balance through the game is funkoffs shield script.