Name = Resource Collector
Speed = 325 m/s
Cost = 650 RU
Time = 60 s
Drain = 10.83 RU/s
In almost every Homeworld game you play, you will always have
to worry about Resource Collectors. Collectors are the
tireless workhorses saddled with the thankless task of
running around the map gathering RUs to fuel the construction
of mighty fleets. What many new players don't realize is that
collectors have their own set of tactics that are essential
to learn.
Stats:
max speed m/s | Yaw Rate | mass (tons) | Armour |
300 | 0.75 | 400 | 10800 |
Self healing | Self healing (combat) |
4 pts/s | 4 pts/s |
Hyperspacing |
min cost (5km) | cost per extra km | max cost | reached at |
150 Ru | 4 Ru's | 500 Ru | ( 93 km ) |
Kamakazi |
Damage | Damage/ru |
6100 | 9.4 |
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Resource Collectors have the hardest hitting kamakazi damage. which makes them great for sneaky tatics. Check this one. In a game where you start with only one research ship. jump your harvester and kamakazi it into his research ship. No more research for your opponenet. Enjoy
Abilities:
Resource Collectors harvest RUs from asteroids, dust clouds,
and nebulae. Generally collectors will go for the closest
resource item, but they can be ordered to harvest specific
chunks. When a collector scrounges up a full load (650 RUs)
it will immediately head back toward the nearest
Resource Controller,
Carrier, or
Mothership to dock.
Collectors can be forced to attack enemy units, using the
CTRL+SHIFT click, but their attack is so laughably weak it's
not worth it. Much more useful is the ability to kamikaze a
collector, which inflicts buttloads of damage on the
target.
Tactics:
Always, always, always set collectors to
Aggresive tactics! When set on Normal or Evasive, collectors
will run back to the nearest docking point the instant they
start taking fire. This makes it very easy for 10 enemy
Scouts to pin down your
entire resource gathering operation. When set to Aggresive
your collectors will keep working no matter what, which is
what you want. Get in the habit of hitting F4 whenever
selecting a newly-built collector. Generally it's a good
idea to build at least three collectors at the beginning of
the game; on large maps build a few more later on when the
money starts rolling in.
Collectors are not a fire-and-forget unit. It is not enough
to simply hit the H key and send them on their merry way.
Actively directing your resource collecting will greatly
improve your income. Large, densely-packed resource pockets
can yield the most money with the least movement and are
therefore most desirable. Avoid the tiny gravel-sized
asteroids and go for the nebulae, dust clouds, and big rocks.
Here are the distinct types asteroids and dust clouds as
listed in the MissionMan documentation:
Types of Asteroids
0 -- 0 RUs per rock
1 -- 25 RUs per rock
2 -- 40 RUs per rock
3 -- 100 RUs per rock
4 -- 400 RUs per rock
Types of Dust Clouds
0 -- 0 RUs per cloud
1 -- 108 RUs per cloud
2 -- 250 RUs per cloud
3 -- 700 RUs per cloud
As you can see, even the small dust clouds make a pretty good
haul. Nebulae are tough to quantify since the game generates
them pseudo-randomly, but they seem to be as good if not
better pickings than dust clouds. Still, don't let this stop
you from harvesting asteroids if they're right in front of
your face.
Collectors are fairly tough and can take a good amount of
abuse. This is good since they will probably be your
opponent's favorite target. Winning the income war is a good
way to win the game. On large maps send out groups of
fast-moving strike craft to hassle your opponent's collectors
but keep an eye on the sensor manager for incoming threats.
On small, centralized maps, resource collection usually turns
into a chaotic orgy in the middle of the map where both sides
are simultaneously trying to kill enemy collectors while
protecting their own collectors. Expect to lose at least one
or two collectors in a melee like this, just make sure you
keep most of them alive.
Finally, a word about kamikaze. Sending your collectors to
kamikaze is a two-edged sword: It does a lot of damage to the
target, but you lose a collector. Don't even think about
using collectors as offensive units (it takes something like
28 to kill a Mothership), but do consider them as an act of
desperation. If a collector is getting whomped by frigates
and can't be saved, send it crashing into the nearest enemy
frigate. The frigate will end up very close to death and easy
to finish off.
Do you have any tips for the Resource Collector??? Submit Them!
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