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I'm not sure if damage and explosion radii will be tweaked to change the meta, again (not so long since last it was looked at). But for now you have to work around it:
► Ensure your main cab is far enough back inside your that splash damage can't take it out before the rest of your tech. Or have redundant cabs all over.
► Ensure there are shields as close to the surface of your tech as possible, to minimise the number of blocks that will require repairing if you get hit.
► Use overlapping regen bubbles to ensure the shield bubbles don't get killed by splash damage too (regen rate should stack). It's doesn't seem worth trying to tank damage with armour, though.
► Use missiles if you have them. From planes, if you can build them. Or fast techs that can run rings. Or build an artillery with angled up guns to shell the big enemies from 200m or more, when they're frozen. (Perhaps boring.)
The problem with removing splash damage from the game would be that it would also make it very slow and boring to wear down the shields/batteries of enemies. And simplify the defensive meta to *purely* building battery pyramids, as the 'right' way to do things.
I'd like to see some development/refinement of the current meta, still).
I was deciding whether or not to list this as a bug, but I decided to do so because I figured shields were supposed to "convert" damage and splash damage to losing battery power (Invulnerable inside the orb unless the enemy's weapon is shot from inside of it; your bullets pass safely through it).
I do see your point of the boring battles and the battery pyramids, but new players to the game without knowledge of this intentional design will run into the same situation I was in. When starting the game, shields block all low tier weapons. If they decide to use shields a lot and make a tech that utilizes it, they will carry that midset until they run into a megaton cannon, and think there is an issue when they learn stacking batteries isn't the right way to go the hard way.
Based on this being a feature, I will try other ways to build techs. Hiding all of those geo corp batteries was a lot of effort.
But then players these days also have a plethora of information available about what's going on, too. So I guess they can afford to lean on 3rd parties to fill in some of the gaps, for now. I imagine Payload would like to incorporate ways to explain game mechanism, etc, to players better, if/when they are able. There was talk of an in-game wiki, for example.