The Tech 2 Stealth Field Generators are for most factions (except Cybran) the only stealth solution available. They cost about as much as a tech 2 shield generator, and provide stealth to any unit and/or building in their radius of effect. These buildings are usually either used to hide a forward fire base, or as a means of protections inside a base with many units.
Stealthed units are units that do not appear on the opponent's radar. They can still be visually seen though. Buildings, once revealed, lose their stealth, as they can not move. Units, however, are always stealthed, as long as they are not currently visible. For more information on intel and stealth in general, see the intel article
Seraphim buildings do, however, have a stealth disadvantage in that the particle effect given of on their completion is visible to everyone regardless of intel or vision radii.
This unit can be used for two reasons:
Total Stealth Edit
Usually used for forward fire bases. An engineer is sent out to build the generator. Once done, the engineer can build lethal buildings, such as T2 missile launchers, in relative safety. If successful, the forward base can take out key buildings and even the opposing ACU. Usually, if the opponent discovers the base, then the stealth is completely broken, and the base quickly dispatched. This tactic is usually used when you are on a losing end of a match, as a last resort offense.
Protective Stealth Edit
When mobile units are stealthed, they cannot be targeted, even if the opponent knows they are there. It is quite useful to protect ACUs from bomber strikes, for example. However, once a static unit has been scouted, it will become targetable even when under stealth. Be careful not to lure enemy air power near your stealth base, even to the point of keeping your own air away. Enemy interceptors have a painful habit of chasing your airships over the stealth site, negating all of your work. Defend only with ground based AA. Stealth is quite effective against newer players, to the point of amusing results on occasion.
Preserving stealth Edit
Stealth is broken as soon as your units are in visual range. Most of the time, this is done by way of aerial units, and not ground units. If you want to make the most of your stealth, you must have aerial superiority. If your opponent controls the sky, then he controls the intel, making stealth obsolete.
Factional Differences Edit
The four tech 2 stealth field generators are the UEF Scattershield, the Cybran Twilight, the Aeon Veil and the Seraphim Sele-ioz. The Aeon Veil is the most expensive unit of the lot, followed by the Seraphim Sele-ioz and the UEF Scattershield. The Aeon have the weakest stealth technology making their generator the most expensive, their seraphim counterpart is cheaper and has more health, the UEF version is less expensive yet again, with more health. As expected from the Cybran, who posses superior stealth technology, the Twilight is by far the best one of all: it is cheaper, consumes less resources, and has a larger stealth radius. It has a bit less health, but this is irrelevant, as these units are all destroyed in 1-2 hits anyway.