Forum Discussion
When the game is about running around harvesters is pretty awful, with the hex tile movement of the game and I consider it as a problem,
just like Clash Royale should move furher away from when bridgespam was always the answer.
I think I keep my opinion about this to a new post.
Harvesters kills being a high risk? It is kind of a funny thing to say. It is a relly linear thing to do and don't require much skill. It is easy on some maps and harder on others. If you don't want to charge the pads on a map with 2 pads, there can be little risk in harassing the enemy harvester. If that is the nature of harassing harvester in this game, than make it more linear with less payoff.
There should be ways to encourage intaracting with your opponent in a PvP game. I'm not that sure about this, but having units in the game, that are strong against all unit types, is rather the answer against this.
The high risk lies in investing into a harvester rush, but loosing all your units without getting the kill. This throws you back a lot and your opponent can counter, destroying your harvester.
Having units that are good against everything is anti-fun. You feel like there is nothing you can do once those are deployed. Currently, tech kinda feels that way, not 100%, but quite like that, and you don't really have options to stop them. Even killing 3 harvesters does nothing, and tech units get deployed anyways.