I find that on fairly open maps, it's pretty hard to actually tech to slow units, especially as something like rovers or cloak bots. Riot units are usually very slow and really suck at responding to threats while also not being strong enough to push. Skirmishers are usually not able to reliably force kills on anything, other than static defense. Many times it seems that I get trapped into making lots of raiders because I literally don't know what else to make, in which the enemy makes literally like 3-4 riots and pushes or something, and I instantly have to lose or take significant damage because I cannot deal with the riot.
I suppose the path is somewhere around raiders -> skirmishers -> riots. The problem is though that usually, you need a lot of money in skirmishers for them to actually do anything, and such an investment on such niche units can leave me open to a flank, especially if the defense I'm trying to break is pretty far on an open map. However, I seem to die a lot to surprise riot pushes, in which making skirmishers is too late since I cant possibly get critical mass before the riot army appears in my base.
Perhaps then, the other option would be to go raiders -> riots -> skirmishers, but it seems like when I make riots, they tend to not do anything and lock me in base with inferior map control. Using the riots to perhaps push the enemy I feel isn't a viable strategy, because if my push fails, that's a lot of riots gone + metal donation left in the enemy domain, which would leave me open to a counter-attack and an instant loss.
Even if I do end up getting to the midgame, and somehow make a slow army, managing it is an entirely new problem. Keeping all of my reavers in position is pretty difficult and expensive. It is very hard to match the movement of a fast army with slow units, I must spend much more metal than the raider player to match their fast army at every important location. on top of this, I must have riots in my skirmisher army to prevent them from dying. Decisionmaking with a slow army is hard, as you have to commit to the location you attack too. And if you get attacked, you must take your out-of-position attacking army and pray it makes it back to your base in time to intercept the enemy push.
I think what is most frustrating about this all is that I frequently die to opponents who can use slow units. It feels like when I make some reavers, my map control is fucked, and I need to spend a lot to protect everything at once, but when the opponent makes reavers, they get to push my overproduced raider army and win instantly.
Can anyone give some insight?