Description

A tempting target for an ambush, but not to be underestimated, the Harvester focuses its time and energy on gathering resources and fuel from its surroundings. Oftentimes escorted by fellow machines, it will not shy away from defending itself if threatened, doing all it can to ensure that it walks away unharmed.

Abilities

Prototype

Ranged

  • Missiles
    • Much like the Tanks Missile Barrage, the Harvester fires a flurry of missiles at a player.
  • Hunter Backup
    • The Harvester curls up into a kind of fetus position protecting it almost entirely against frontal attacks, emits an audible distress call and a pod will fall down next to the Harvester. After a short while, the pod spawns one Prototype Hunter that will immediately engage in combat with the next player.

Melee

  • Concussion Pulse
    • If a player gets too close, the Harvester will emit a shockwave that damages players in a fairly big radius (around 10 meters). It will also knock them off their feet if they don't have the "Steady Feet" (left Survivor tree, fourth skill) skill.
  • Melee Stomp
    • If a player is right next to the Harvester (for example trying to hit it with a Melee weapon), it will hit the floor with one of its front legs, dealing high damage in a small radius.

Army

Ranged

  • Missiles
    • As mentioned before
  • Hunter Backup
    • Like its Prototype counterpart, the Army Harvester curls up and calls in Hunters, but this time, it's 2-3 Army class Hunters at once, one of which will likely be a Sniper variant. (Has a shoulder mounted sniper rifle)
  • Tick Deployment
    • The Harvester deploys an army of Army class Ticks.

Melee

  • Concussion Pulse
    • As mentioned before.
  • Melee Stomp
    • As mentioned before.
  • Gas Release
    • Another countermeasure against players moving too close, the Harvester releases a cloud of gas that slowly damages players in a medium radius. This will not inflict a status effect, so players will stop taking damage as soon as they move out of the gas.

FNIX

Ranged

  • Missiles
    • As mentioned before.
  • Hunter Backup
    • As mentioned before, but this time it calls in 3-4 FNIX class Hunters, including one Sniper variant.
  • Tick Deployment
    • As mentioned before, but this time it's FNIX class Ticks, which explode with a lot of damage.

Melee

  • Concussion Pulse
    • As mentioned before.
  • Melee Stomp
    • As mentioned before.
  • Gas Release
    • As mentioned before.

Apocalypse

Ranged

  • Gas Missiles
    • The Harvester fires a barrage of green glowing missiles that irradiate the area they hit. This deals a lot of initial damage and applies the Radiation status effect to any players it hits or that step into the affected area after the attack. It also has a much more sporadic and widespread volley, making it more difficult to dodge than missiles of the other classes.
  • Hunter Backup
    • As mentioned before, but it calls in 4 Apocalypse Class Hunters.
  • Tick Deployment
    • As mentioned before, but with Apocalypse Class "Stinger" Ticks.

Melee

  • Concussion Pulse
    • As mentioned before.
  • Melee Stomp
    • As mentioned before.
  • Gas Release
    • This version of the Gas Release consists of a purple gas cloud which can be ignited. This means that throwing a grenade or shooting a gas canister in there is going to deal a lot of damage to the Harvester.


Weak Points

  • The center pod has weak points near the center, on each side of the drill.
  • The eyes that make up the "head" hanging off the main body is a critical point, but damaging this component will lower the chances of getting Vision Module drop from the Harvester.
  • The Missile Pod on a Harvester's back should be one of the first things any player should attempt to attack. It can be hit from any direction and destroying it will render the Harvester unable to fire its missiles and deal a decent amount of damage to the machine.
  • Below the Missile Pod on the backside is a set of three fuel cells. Destroying each one will do a considerable amount of damage to the machine and potentially destroy lesser machines like Runners, should they be too close.
  • The Harvester's forelegs have Concussion Pads (Prototype) and Neurotoxin Dispensers (Military and FNIX) which can be shot off to disable their concussion blast and gas attacks, respectively. Both components on each leg must be destroyed to disable the attacks.

The most effective way of approaching a Harvester is to leave its initial Hunter escort alive so it doesn't call in new ones, circle around the Harvester's back and to shoot everything there from top down. First the missile launcher, then the batteries and finalle the Tick Pod. This will leave the back vulnerable to component damage. Using a PVG or an LMG is very effective and will often kill the Harvester with only one to two reloads inbetween.

Story

Diary Extract 5 - The Harvester.jpg

Damn it, I should know better by now. Always expect the unexpected and above all else, never trust the slow machines. There is always something up with them. First, it was the gigantic heavily armed and armoured Tank, nearly killing our entire group. Then there was that hovering Seeker that seemed harmless and ended up getting us surrounded by enemies.

This time it was this massive four-legged machine that we stumbled upon in the main square of a village we were passing through. Standing with heavily plated legs on either side of a flipped car, the machine was using what looked like an enormous drill to extract something from the vehicle. We quickly realized it must be a Harvester of some kind, collecting fuel and other resources from its surroundings. In short, a perfect target for an ambush.

Alright, so we were reckless and desperate, but in our defence, we didn’t expect the blasted thing to be armed. As we started trying to wear it down with bullets two things dawned on us - the machine was heavily armoured, and it was able to defend itself. In fact, it slowly turned around and launched rockets at us. Rockets! Needless to say, we hightailed out of there as fast as our legs would carry us. Such a rookie move, we can't afford these kinds of mistakes anymore. Always expect the unexpected, and never waste resources on an improvised ambush. Next time, we will come with a battle plan.

Gallery

References

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