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They're a super niche unit with tons of hard counters. shields completely remove their effectiveness and those are easy to spam as is. a couple fortresses will always do the job if you have enough dps behind them.
He who chases the scarlet scarf, never need apologize, for anything.
if you are in round 5-6 invested in balls or rhinos and there is 2 well placed armies already i just dont see how to counter them:
1 phoenix counter - too bad 2 hakers have 3-4 squads of mustang/cravlers for prot
2 storms - did i mention that stormcaller love to attack your lost units ? i saw stormcalles destroy its own bodyguards becouse of 1 haked cravler :/ yes he had those ground igniting missiles
and my super buffed in hp balls are definitly going to live long enough to make storms target them not hakers, balls were busy killing cravler btw
and there are shields that he can use and i cant since my units go to op side (close range) even if i do buy long range robots now i cant hit hakers for its under the shields protected by all sides
i dont see hakers as good unit that works well with this game (just my opinion ignore it)
ok i might suck against them with my way of play, but i would have no problems if my army got burned to the ground rather than killed because they stopt advancing to kill one of their own
Anti-Interference Mod completely nulls hacking.
Hacking is considered normal damage, so Armor-- the perks that reduce damage by 60 per level-- completely negates hackers in most cases. Issue is, if they have EMP, that counters armor.
Likewise, tanks or balls with linked HP work, since it doubles their HP, but the hacking doesn't spread.
Arclights can function as soft counters, especially with charged shot, as they can effectively match Sharpshooters in damage and possibly range, while still doing AoE damage.
Truth be told though, Acid Crawlers. If somehow you can get them in melee range with the hacker, if they don't kill it themselves, it will hack them, and they effectively will start self detonating. Even if the other crawlers keep attacking the hacker, the turned ones will attack those, and release the acid.
And, as always, Mustangs work wonders against them.
it is better to sell all of your hackable medium frontline units eventually then feeding hackers (if you cant distract them), because more levels - more sheilds from hackers
sounds like positioning problem.