Energy shields on tank or spidertron are bad.

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vemusa
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Energy shields on tank or spidertron are bad.

Post by vemusa »

Why? Because they don't benefit from damage resistances when put on tank or spidertron. (But they do when put on armor.)
This is probably not obvious, but there is a way to make it obvious, using map editor.
Put a flamethrower turret that belongs to enemy, then put a tank in it's range that belongs to player, put a few energy shields on that tank.
Provide that flamethrower turret with light oil and it will attack the tank, it's shields will be depleted in just a few seconds!

In comparison, if you try this without energy shields on that tank, it will only take about 1.75 damage per second, thanks to it's 15/60% fire resistance.
1 minute later, all bacteria in your Gleba base died, but that tank is still there.
3 minutes later, all yumako mash in your Gleba base spoiled, that tank is still there.
4 minutes later, all jelly in your Gleba base spoiled, that tank is still there.
5 minutes later, all nutrients in your Gleba base spoiled, that tank is still there.
10 minutes later, your little 60 espm base finished researching physical projectile damage 6, that tank is still there.
15 minutes later, all pentapod eggs in your Gleba base hatched, causing massive chaos, that tank is still there.
19 minutes later, that tank is finally destroyed.

I think the difference is obvious enough, but you can also try other damage types.
For example, fire a rocket at a tank with 100 shield hitpoints.
Without damage upgrades, a rocket deals 200 explosion damage, and if the tank's 15/70% explosion resistance was applied, 100 hitpoints should be enough to absorb it entirely.
But in fact, the shield absorbs 100 damage first, then the remaining 100 damage is reduced to 25.5 by the tank's resistance, bringing it's health down from 2000 to 1974 .

For spidertron, it's just the same story with different numbers.

Also, I'm surprised that the official wiki didn't mention this at all.
OneOfTheChips
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Re: Energy shields on tank or spidertron are bad.

Post by OneOfTheChips »

You can equip many shields for even greater protection. You can easily fit four shields for 4 * 150 = 600hp of shield, alongside a fission reactor, batteries, and roboports. A spidertron has an even bigger equipment grid.

And it's not about how long your tank can last before it runs out of HP, its about how shields don't need to be repaired via hand or bot with a repair pack. A shield just magicks its health back.
vemusa
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Re: Energy shields on tank or spidertron are bad.

Post by vemusa »

OneOfTheChips wrote: Wed Jun 10, 2026 4:26 pm You can equip many shields for even greater protection. You can easily fit four shields for 4 * 150 = 600hp of shield, alongside a fission reactor, batteries, and roboports. A spidertron has an even bigger equipment grid.

And it's not about how long your tank can last before it runs out of HP, its about how shields don't need to be repaired via hand or bot with a repair pack. A shield just magicks its health back.
If shields could benefit from damage resistances, then I would agree with your opinions here.
The problem is, when put on tank or spidertron, shields don't benefit from damage resistances.
In this case, 600 shield hitpoints on tank usually only worth 150~200 health. That's not enough for most situations.
And when it comes to saving repair efforts, it's about how long your shields can last before they run out of hitpoints or power.
But without damage resistances, shields can't last very long. Here are some more examples of "bad shield" situation:
  • A large biter bites your tank, dealing 30 physical damage. This damage could be reduced to 6 by the tank's 15/60% physical resistance. But your shields have to spend 30 hitpoints to absorb it.
  • A medium biter bites for 15 physical damage, that would be reduced to only 0.2 if physical resistance was applied. But your shields just waste 15 hitpoints on it.
  • If you ever tried to "steamroll" a spawner with a shielded tank, you'll find it's shields depleted instantly by that impact. Absorbing it entirely requires the same amount of shield hitpoints as the amount of health of that spawner, thanks to the absence of tank's massive 50/80% impact resistance.
computeraddict
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Re: Energy shields on tank or spidertron are bad.

Post by computeraddict »

Yep. Ever since discovering this I usually just don't bother putting more than one shield module for rocks on tanks. Better to use the space and power for exoskeletons to get hit less. Or for lasers/robots.
JackTheSpades
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Re: Energy shields on tank or spidertron are bad.

Post by JackTheSpades »

I never noticed this but it would certainly explain why my explosive rocket equipped spidertrons tear through their shields like wet paper when they do accidental friendly fire in the midst of a biter nest.
Meehael
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Re: Energy shields on tank or spidertron are bad.

Post by Meehael »

Shields not benefitting from resistances of tank or spidertron certainly sounds like a bug!
astroshak
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Re: Energy shields on tank or spidertron are bad.

Post by astroshak »

I have to disagree …

But a question first. Do shields in powered armor worn by the player have resistances?

To my mind, if the Armor has mitigation, then the damage needs to get through the Shields before the armor can mitigate it. How can the armor provide resistances or mitigation to the damage the shields take?

If anything, shields should have their own mitigation/resistances separate from that conferred by the armor. Damage should be mitigated by the shields based on shield resistances, but once the shields are down they should not resist any damage at all, it’s the armor’s turn to resist.
Kyralessa
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Re: Energy shields on tank or spidertron are bad.

Post by Kyralessa »

I'm baffled at why anyone would think this is a bug.

Shields are a different *kind* of thing from armor.

It makes sense that they wouldn't have the same resistances as armor, and potentially that they wouldn't have any resistances at all.
hittsy
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Re: Energy shields on tank or spidertron are bad.

Post by hittsy »

The shield should behave the same whether its in armor or a tank, Roboports, exoskeletons, solar panels etc. All do.

If the default behavior in player armor is to inherit resistances, then they should inherit in the tank. This is a bug.
Kyralessa
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Re: Energy shields on tank or spidertron are bad.

Post by Kyralessa »

hittsy wrote: Sun Jul 19, 2026 4:56 pm The shield should behave the same whether its in armor or a tank, Roboports, exoskeletons, solar panels etc. All do.

If the default behavior in player armor is to inherit resistances, then they should inherit in the tank. This is a bug.
If it's inconsistent, then sure, it's a bug, but then I'd say the bug is that they inherit resistances from player armor.
waterBear
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Re: Energy shields on tank or spidertron are bad.

Post by waterBear »

It seems intended. Player and vehicle health pools are very different.

The shield can behave differently in two different applications without being a bug.

Feel free to put it in the bug forum if you really think that.
Premu
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Re: Energy shields on tank or spidertron are bad.

Post by Premu »

I mean - the shield is an extra, easily recharchable hit point buffer. And that's its purpose.

You shouldn't take too many hits anyway - kill those things which shoot back quickly. But having the capability to just "autorepair" your tank/spidertron without spending ressources while still moving around is pretty good. Small skirmishes will not break through the shield even with the missing resistances, so no need to stop and keep on moving! And if you get somehow stuck in heavier fights it's still extra hitpoints which give you more time to deal with the problem.
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