Jump to content


Photo

C&C Tiberian history: Hints & Tips #32

nod harvester

  • Please log in to reply
1 reply to this topic

#1 Madin

Madin

    title available

  • Hosted
  • 686 posts

Posted 03 January 2012 - 05:37 PM

Name: Harvester
Side: Nod
ERA: Tiberian Dawn
Cost: $1400
Base Asset: Westwood (Conversion to C&C3 by me)


2ebxzys.jpg

This is Nod's new (old!) Harvester to replace the C&C3 version.

 

Let's discuss the key differences:
First off the Harvester is no longer stealthed! this is a very large change, so the first question that springs to mind is "what are the positives that this harvester has to make up for such a loss?".
Well it has more health for a start, so although the enemy can more easily spot your harvesters, it will last longer when attacked, which in turn means that you will have more time to assist harvesters that are in trouble, or indeed have more time to retreat harvesters that are being attacked.
Some would argue that most of the units that are used to harass harvesters in the early game can detect stealth anyway, so maybe having more health is the better option. It could also be argued that in the mid and later parts of a PvP game is when the stealthed harvester really comes into prominence.

The second key positive is that this harvester self heals. Unlike the Tiberian Dawn version, this Harvester will heal all of its health given time!
It should also be noted that this is the most aggressive self heal, which is to say that it is always active, even when the unit is being attacked.
What this means in game-play terms, is that it is in your enemies interest to finish your harvesters off in a single attack. If they only damage a harvester and then have to retreat, or the units they are harassing with are destroyed, your harvester will regain its health while your opponent gathers more units to finish it off.
It also means that you do not have to worry about positioning your harvesters next to a war factory so they can be healed.
Lastly, because the self heal is 'always on' it acts like extra health, the longer it takes for your enemy to finish a harvester off, the more health they would have had to deplete for that particular harvester.

There is one more negative, the experience points have been 'fixed', which is to say the harvester will now give the correct amount of experience when destroyed (1400 vs 1000), so your enemy can rank up faster by destroying your harvesters.
The flip side to this is that your harvester can now rank up!
Obviously the only ways that you can do this is by collecting crates or by running enemy infantry over. But in those close games were there is no choice but to use your harvester to defend against infantry, you now get a reward!



1531dep.jpg
Defeated by a harvester, the shame!

 

Some detailed info:
Stats:
Health = 7500
Heal amount = 30
Heal delay = 0.5s (Heals by 30 every half second)



So the question remains...


"What about the Tiberium!"

24nlatf.jpg


Edited by Madin, 17 February 2016 - 02:53 PM.


#2 Gen.Kenobi

Gen.Kenobi

    I'm a doc, not an...

  • Undead
  • 1,429 posts
  • Location:Brazil
  • Projects:Survive Med School
  •  Your Doc
  • Division:Revora
  • Job:Hosting Admin

Posted 03 January 2012 - 06:01 PM

Awesome!

kudos to Pasidon for this awesome avvy and siggy!





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users