this is what i think a lot of people seem to miss when they are complaining about turtling for example, in TA & SupCom I would turtle against my brother because i know he can out expand me, so instead i'd expand & defend with a combination of units & structures while my goal was to either accumulate enough a force to overwhelm him or have enough nukes to get past his missile defences & act as crippling blow that would then be followed by whatever army i have on hand. though this isn't a traditional turtle i adapted it from that concept to defeat my opponent. I have to agree with this, having options is key. On Topic: In TA long range artillery was balanced with excessive energy use to fire them coupled with a high level of inaccuracy. In SupCom they reduced both disadvantages so as a counter they introduced shields or vice versa. Having a laser that defends against artillery requires a lot of balance fine tuning. you have to have the artillery effective enough to do some damage when it gets through but you also have to have the defence laser effective enough at stopping shells that it's worth while building it. it certainly adds more choice so i would like to see it.