The Shield Generator, often called a 'forcefield' by players, is a very useful machine to have in all stages of the game. The Shield Generator can prevent a player from getting rushed if the player has it up fast enough. Bullets, rockets, grenades and other projectiles can't pass through the Shield Generator's shield, as it acts as a wall, blocking projectiles and exploding explosives on touch. Cruise Missiles, however, used to be able to pass through the shield. As of May 1st 2019, This is no longer the case. The shield that is generated is not a fully physical shield, as players (including opponents) can easily walk through the field.
Once the Shield Generator is built, it needs to be connected via a Pipe or Distributor Cap. Once connected, a player can press the big round button to enable and disable the shield. The player can then press any of the three smaller buttons to change the shield size. There are three sizes: large, medium and small. Each size consumes a certain amount of Iridium. When the shield is turned on, it will start charging. The charge is shown as a percentage on the display. It starts at 0%, and increases to 100% in 16 minutes and 40 seconds (1% per 10 seconds). The forcefield is present even when the Shield Generator is not 100% charged. The Iridium intake was lowered in 2017.
Whenever the shield's power reaches 0%, the Shield Generator will suffer some damage before restarting the shield. A good strategy is to build some Automechanics next to the Shield Generator to prevent it from breaking when damaged. Another tip is to build multiple shields spaced out in one's base to prevent that base from getting raided from afar. Additionally, Shields Generators will not function if they are moving at at least 5 studs per second. This is to prevent Hover Barges from easily tanking hits unless they can stay put using a Pipe or Spatial Anchor.
A small shield uses 5 Iridium per second, and can easily be powered by one Well Pump, provided nothing else is using the Iridium. It takes a total of 5000 Iridium to charge to 100%. After reaching 100%, it uses 2 Iridium per second to main it's field. A medium shield uses 6.5 Iridium per second to charge, and it and so a total of 6500 Iridium is needed to charge to 100%. After reaching 100%, it uses 3.5 Iridium per second to stay. A large shield uses 8.2 Iridium per second to charge, and thus costing a total of 8200 iridium to charge to 100%. After reaching 100%, it uses 5 Iridium per second to stay.
Before Domination Points were removed, it cost 200 Points to place down a Shield Generator.
Pros & Cons
- The Shield Generator provides great defense against Artilleries, Sniper Rifles, and other destructive, long range weapons.
- Having many shields is intimidating; players will think twice about attack a base with numerous shields.
- It consumes much less Iridium when fully charged.
- Great defense against Laser Strikes.
- Can now stop cruise missiles since May 1st 2019
- Expensive to build.
- Consumes huge amounts of Iridium when not fully charged.
- Needs a stable supply of Iridium or it will turn off.
- Doesn't stop players from entering your base.
- Can be easily destroyed with Satchel Charges, Artillery or the Laser Drill.
|Pipes||Pipe • T-Junction • Four-Way • Elbow|
|Extractors||Well Pump • Condenser • Submersible • Crystal Resonator|
|Tanks||Small Tank • Standard Tank • Large Tank • Reservoir|
Cap • Refill Station
|Tech||Distributor Cap • Gauge|
|Valves||Valve • Drop Tank|
Seat • Bridge
|Defense||Wall • Keep • Gate|
|Lighting||Light Source • Light Post|
|Blocks||Block • HollowBlock • Platform Block • Slab Block|
|Wedges||Wedge 30 • Wedge 45|
Shield Generator • Priority Beacon
|Production||Arsenal • Garage • S.S.I.M|
|Offense||Bore • Artillery|
|Defense||Turret • Arc Turret • Point Defense|
Spawn Point • Upgrade Station
|Structure Technology||Fabricator • Automechanic|
|Miscellaneous Technology||Boost Pad • Distributor • Spatial Anchor • Transceiver|