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Повідомити про проблему з перекладом
It's jsut part of the strategy aspect to protect your assets with other vehicles.
Basic Vehicle Factory (or emplaced structures, looking at you Ashes of the Singularity and Supreme Commander), fairly cheap, and in, for example, Command and Conquer, a Harvester vs Infantry is such a one sided engagement in the favor of the harvester it is almost criminal, especailly with the battle miners (Red Alert 2 Soviets and Yuri, Command and Conquer 3 GDI) who are capable of not only defending themselves against infantry (or light vehicle raiders for GDI Zocom in Kanes Wrath), but being an emergency rush option.
But what is important is they are cheap, fairly resilient, and in many cases can defend themselves from any cheap early game chaff rushes, and the counters to the early game rushes they cant counter is easily produced....all without risks of friendly fire.
However the Silica Harvester is in the Ultra Heavy Vehicle Factory.....needless to say an investment and something you will not have early, it has respectable armor (not HP, it's HP is actually quite low in my experience, particularly against things that actually can damage it), it struggles to path to the nodes (something no real other harvester manages in core RTS games), and despite being a Battle Harvester (as it has two turrets) it is vulnerable to free respawning units, not just due to how the firing angles being awful, but the guns used....im pretty sure the scout SMG is better than the Harvester MG turrets, and sending it through the car wash WILL deal additional damage to it...In a game with no repairs. Its a lot of hassle for a vehicle that is way too frail, way too big (which is ultimately a stylistic choice), and way too offensively weak, on top of being dumb (AI wise) and slow....which has to make this the worst Harvester I have ever had the displeasure of dealing with in a game, compare that to Shrimps who are.....the complete opposite, they feel like the harvesters from Starcraft.
Its a difference I can't wrap my head around as a game design decision. Defending eco is one thing, but normally you can establish a good static defensive perimeter around it (you cannot as Balt fields are consumed in only a couple trips), and other units are hardly likely to friendly fire the harvester in good RTS games whereas in Silica.....great.....greaaaaaaaaaaaaaat. Its fine when its just defending against crabs, with scouts/rifles, but gets significantly more annoying when better raiders show up, which is a problem....because of how balterium fields and harvesters themselves work, yaaaaaaaaaaaay.
Also, speaking of the UHV Factory. Why does it take 95 seconds to make a refinery with a harvester, but 185 seconds to make a harvester on its own?
Kinda seems ridiculous that if you want to replace your harvesters lategame and you don't have space for more refineries you have to build a 6000 cost factory and then wait 6 minutes for it to build and then spend 1500 and wait a further 3 minutes...
......For one of the worst Harvesters I have seen in an RTS, even when the pathing eventually gets fixed...its slow, a massive target, and so poorly armed it may as well not have guns.....
That cannot be left out of this lol. It's even worse value when all factors are considered.
Building harvesters from refineries would be fantastic, thanks Dram!