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1. Hackers are statistically the worst performing secondary eco in the game, in terms of both time to profit, and overall income until they reach Heroic after like 20min+ of hacking, other factions don't have to promote their buildings. This guy crunched the #'s.
https://www.gamereplays.org/cnczerohour/portals.php?show=page&name=tip-of-the-week-105-secondary-economy
2. They each take 27s to recruit, which compared to the 61s build time of a Drop or 73s of BM alone significantly reduces your capacity to crank out enough income generation; they produce a fraction of the money that the more initially expensive buildings do, so to get more cash generators takes more time.
4. Weak as paper, it doesn't matter if you're winning on the front line because if a light breeze by any general power even like T1 arty, rebel ambush or paratroop or a single random vehicle, down goes $1000s in seconds, the one IC you can build gives a minuscule improvement to only a couple of hackers, it's nothing more than a $2500 grave (which if rebuilt has to be re-filled with hackers again). GLA's BM's are tough as rocks and can rebuild from holes.
El Rushbo, statistically China hackers take the longest of all 3 alternate economies to pay back their cost, and emphasis is placed on how targetable they are with extremely low health and poor fighting capability. A couple of infantrymen or a rogue vehicle that's crush-capable can wipe out thousands of dollars worth of hackers in seconds, so you must go to great lengths to keep them safe.
Liquid, frvryoung, thank you. Makes me glad that real human beings consider my writing not deathly offensive, but actually somewhat funny and found the information useful. Unfortunately, I might remove the June 4 1989 image, it appears that Generals is accessible from Mainland China (that is notable, the game was totally banned over there on its original release), and there have already been… "combative" posts on similar pictures in artwork. I'd rather avoid keyboard combat in this comment section.