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TvsT reapers

Blogs > BigFan
Post a Reply
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
Last Edited: 2013-03-20 10:06:25
March 20 2013 10:05 GMT
#1
I can't believe how much HoTS reapers have screwed up early game TvsT >< Every TvsT matchup, I'm forced to open reapers otherwise it's hard to get into the midgame without being behind as a result. Just played a game on Neo Planet S, kept up with my marine production, even decided to go for a reactor because I figured he'll go reaper so more units would help but my opponent just moved in with some reapers, killed a marine, then moved out, healed up in like 10 seconds then went back in, took out another etc... and the reaper numbers grew each time. Eventually, he had 4 of them then I had to use my workers for buffer then tapped out.

What I don't understand is why did they decide to give the reaper regeneration so early on? Why didn't they make it an upgrade like concussive shell for 60 seconds or something? Even though the previous reaper used to do extra against light, once it took damage, it didn't heal up in what feels like an instant so your opponent can't just use the same reapers over and over and he had to be careful in their usage. Now it feels like there is no risk with using them and sadly there are no medics to even help with the healing like in BW. Anyone else having similar issues?

On a side note, this reaper change might have reignited my love for Zerg gameplay and guess more so since their new units seem pretty cool XD

*
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Pangpootata
Profile Blog Joined January 2011
1838 Posts
March 20 2013 12:14 GMT
#2
Assuming you did the standard 15gas reactor rax expand on Neo Planet S, you should have 2 marines when his first reaper reaches, 4 marines when his second reaper reaches, and much more after that. Since reapers can only go to the natural or jump that one cliff to the main on Neo Planet S, you should put half your marines on the ledge and half at the ramp, ready to move out if he goes into your natural.

If you still have problems, use 1 SCV to soak shots, and send it back to trade for a new one when it is low on health. The best way to fight reapers is to pre-position your marines at the right places. If he gets into your base before you react, you will probably sustain some damage.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
March 20 2013 12:57 GMT
#3
Just build a marauder for every barracks they have and you are fine with marines/hellions or whatever you build else.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
ETisME
Profile Blog Joined April 2011
12390 Posts
March 20 2013 13:36 GMT
#4
nowadays it isn't so bad anymore, previously in beta they still had the bonus damage against light and that IS the reaper only or die matchup
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Spoink
Profile Joined December 2012
Austria150 Posts
March 20 2013 15:12 GMT
#5
On March 20 2013 22:36 ETisME wrote:
nowadays it isn't so bad anymore, previously in beta they still had the bonus damage against light and that IS the reaper only or die matchup

Yeah i pretty much agree with you. Even though i think that Reapers are too strong on Starstation since its too much space to cover in the earlygame. On most other maps you can mostly cover all the cliffs with a few Marines.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
March 20 2013 19:06 GMT
#6
The problem is that you built a reactor on your barracks. That's a whole minute of no marine production while it is building that you don't benefit from and leaves you open to reaper attacks.

(Unless you made 2 barracks and put a reactor on one of them, but I don't think that's a very good build)
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
March 20 2013 19:17 GMT
#7
You're right. It's completely fucked up. It's obvious what the solution is though. Build more reapers yourself.

Let's say you're behind in reapers though. Better hope his reapers run into your widow mine.
Oracle comes in, Scvs go down, never a miscommunication.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
March 20 2013 21:05 GMT
#8
Thanks for the comments everyone!

On March 20 2013 21:14 Pangpootata wrote:
Assuming you did the standard 15gas reactor rax expand on Neo Planet S, you should have 2 marines when his first reaper reaches, 4 marines when his second reaper reaches, and much more after that. Since reapers can only go to the natural or jump that one cliff to the main on Neo Planet S, you should put half your marines on the ledge and half at the ramp, ready to move out if he goes into your natural.

If you still have problems, use 1 SCV to soak shots, and send it back to trade for a new one when it is low on health. The best way to fight reapers is to pre-position your marines at the right places. If he gets into your base before you react, you will probably sustain some damage.

ya I kept up with my marine production and left them near the only way up(ramp+side). I also used some scv but not in the attack or two since I figured I could hold, guess not ><

On March 20 2013 21:57 graNite wrote:
Just build a marauder for every barracks they have and you are fine with marines/hellions or whatever you build else.

I tried this,build a marauder since they can eat lots of damage but I find the time to get a marauder is less than the reaper so there is a period of exposure but I plan to try it again

On March 20 2013 22:36 ETisME wrote:
nowadays it isn't so bad anymore, previously in beta they still had the bonus damage against light and that IS the reaper only or die matchup

wow, I mean I like OP units lol but that's overboard. I never played beta though so I can't compare aside from what you wrote lol

On March 21 2013 04:06 Grobyc wrote:
The problem is that you built a reactor on your barracks. That's a whole minute of no marine production while it is building that you don't benefit from and leaves you open to reaper attacks.

(Unless you made 2 barracks and put a reactor on one of them, but I don't think that's a very good build)

I should've been more clear. I tried the reactor in a game then without in another etc... I understand your point but it seems like a tradeoff as in more marines but stop for that minute or continue but less in several minutes seeing as you make 2 at a time with a reactor compared to 1

On March 21 2013 04:17 T.O.P. wrote:
You're right. It's completely fucked up. It's obvious what the solution is though. Build more reapers yourself.

Let's say you're behind in reapers though. Better hope his reapers run into your widow mine.

sadly, this seems like the best way to combat this. I used to love going 1 base banshee then expand behind it or go for siege tanks then expand or even just FE with a bunker but that can't be done or much harder to pull off now that reapers can actually regenerate imo
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
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