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I just don't like 3 things : 1. reaver vs sunken, though most of the time when you have a shuttle you can unload a reaver in updown/leftright position so it works perfectly. 2. stuck scarab - situation : PvT dropping mineral line, in which a tank dwells - terran uses his scvs to surround it and scarab doesn't pass to it, moreover does it lag and explode doing no damage - Hey I want my 15 minerals back! (this is probably most frustrating) 3. empty reavers have alzheimer's disease - they don't remember the targets and just shoot anything when the scarab has been build. In the meantime you must move the reaver somewhere and then manually control it when it is loaded again.
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when they run out of scarabs shouldnt lose the attack ability, just cant fire anything (basically it will stand still if in range and continue to attack what it was previously attacking)
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No dont b/c if they hit 100 percent of the time with pretty much 1 hit kill all attack...........
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I think the angle bug should definitly be fixed where they dont even attack right either sunkens or other units if there in a certain spot.
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ok for those of you arguing against fixing that, its ridiculous to lose a 200min 100gas unit to a sunken because the damn thing won't fire not because you screwed up but because it can't fire, thats just utterly ridiculous in any game
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lately. reaversr in pro games are owning hard.
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GrandInquisitor
New York City13113 Posts
Let's put it this way. Is there any Protoss player out there who doesn't want it patched? Is there any non-Protoss player that does?
We have to fix this. Imagine a siege tank not being able to hit sunkens all the time, or sometimes just missing horribly.
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Things that need to be fixed:
1.) Scarab explosion affects everything. I'm sick and tired of seeing a fucking explosive explode next to an SCV it wasn't heading for only to see it live with 100% HP. Siege Tank splash damage affects all units, buildings, and even friendly units. So yes, that means that if an enemy unti drags a scarab into a pack of my own dragoons, they should take damage.
2.) Scarabs should be able to identify enemy targets and shoot them without wandering aimlessly into sunkens like douchebags.
3.) Firing angles really need to be fixed. Sometimes you just can't hit something that's in range because there's a pylon. Allow scarabs to go around the damn object.
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its just gotta fix the random targetting problem it has when reaver run out of scarabs then u build more, and tell it to attack a specific target, it will attack randomly.
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Russian Federation28 Posts
Reavers are fucking mean thing , they consume a lot of time and control just for no damage sometimes. And if u forgot to reload it with scarabs and used A+click to attack sunken that u can be sure that this stupid thing would crawl right into the sunken range and die honorlesly. When you drop it in mineral line than you have to aim your reaver into bunch of probes/scvs/drones and sometimes scarab won't explode that makes reaver drop for me somehow like gambling. And one more thing that reavers are really like is dying while recharging their scarabs.
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I mainly agree with FA. The scarab movement shouldn't be 'fixed' as it barely even is a bug. If it always did hit (IE went through buildings or never '0 dmg splash' it would even be a bit overpowered.
But the range and scarab reloading bugs should be fixed, as their main function is that they counter defensive buildings. But then the question is if guardians should be fixed too? Because even though I like that my cannons fire at them from time to time, it is almost the same thing as with reavers.
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no way. reavers are strong enough without perfect AI. would totally fuck up TvP for terran. why not let reavers use cliffs too? :X
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On September 03 2006 13:47 Myxomatosis wrote: no way. reavers are strong enough without perfect AI. would totally fuck up TvP for terran. why not let reavers use cliffs too? :X Because you're stupid and miss the fucking point. Reavers have bugged AI, and bugs should be fixed. If a siege tank had a bug, all the Terran players here would be all over it. It's not like we're asking for some far-fetched change to the game. Fix the damn bug, it's not that hard of a concept.
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On September 03 2006 11:08 rpf289 wrote: Things that need to be fixed:
1.) Scarab explosion affects everything. I'm sick and tired of seeing a fucking explosive explode next to an SCV it wasn't heading for only to see it live with 100% HP. Siege Tank splash damage affects all units, buildings, and even friendly units. So yes, that means that if an enemy unti drags a scarab into a pack of my own dragoons, they should take damage.
2.) Scarabs should be able to identify enemy targets and shoot them without wandering aimlessly into sunkens like douchebags.
3.) Firing angles really need to be fixed. Sometimes you just can't hit something that's in range because there's a pylon. Allow scarabs to go around the damn object. Improving 2) and 3) is okay, but it would potentially imbalance the reaver if 1) was changed.
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On September 03 2006 13:56 Luhh wrote:Show nested quote +On September 03 2006 11:08 rpf289 wrote: Things that need to be fixed:
1.) Scarab explosion affects everything. I'm sick and tired of seeing a fucking explosive explode next to an SCV it wasn't heading for only to see it live with 100% HP. Siege Tank splash damage affects all units, buildings, and even friendly units. So yes, that means that if an enemy unti drags a scarab into a pack of my own dragoons, they should take damage.
2.) Scarabs should be able to identify enemy targets and shoot them without wandering aimlessly into sunkens like douchebags.
3.) Firing angles really need to be fixed. Sometimes you just can't hit something that's in range because there's a pylon. Allow scarabs to go around the damn object. Improving 2) and 3) is okay, but it would potentially imbalance the reaver if 1) was changed. I see your point, but think about it:
Lurkers target X, anything between the lurker and X is damage (and sometimes units past X).
Siege tank in siege mode targets X, anything close to X takes damage.
Reaver shoots reaver, explodes, doesn't harm anything.
It's just inconsistency I'm pointing out. If a scarab harming anything when it explodes imbalances the game, then so be it. Don't include that. I just don't see why an explosive can only harm something if it explodes on its intended target.
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It still has the advantage of only harming enemy units, right? That accounts for a lot in PvZ at least. (doesn't matter for same race matchups by default, even though it's perhaps even more beneficial in PvP)
Reaver: "scarab built. Target identified. Launch scarab to destroy enemey target." scarab: "Running towards enemy target... I think. No wait, which one of these cotton pluckers was it?" *syntax error* "I like pie..." *poof*
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I lost a game because a reav wouldn't fire at sunk. I got my first reav up to a secondary expo of a zerg on 815. Dropped it out of range of sunk and hit hold. Nothing happened. I made sure i had 5 scarabs, then targeted sunk manually. It crawled into range, I pulled it back just a little bit and hit hold again. Nothing. Meanwhile I had built some defence and was prepared to take that base as soon as sunk dies (attack with 2 zeals and some probes) but nooooooo. I just manually attacked again and it went into sunk range and died. Costed me the game. Scarab AI is ok, you just have to make sure the path to your target is clear. Don't shoot from behind dense mineral lines I guess.
And protoss units don't have friendly fire because of oober-leet advanced tehnology O_o. If scarab should damage friendly then so should lurkers. That would be fun to see.
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isnt sair reaver devastating enough upgrade scarab damage and 1 scarab will kill 2x as many probes/scvs as the units that only go to 1/2 health due to splash get extra damage done
if u wanna know exactly how to control reavers just SEARCH
your case is of bad placement, not bad ai dont attack something your scarab cant get to, when it comes to probe lines ure scarab should go perpendicular to them, so it doesnt get all fucked up getting to a probe in the middle of a line of stacked probes.
ive had bad cases where i do a goon and reaver drop, and the goon blocked my scarab, but nevertheless reavers pwn, make them any better and uve just ruined pvt reavers already are perfect for pvz, get some upgrades and their even better.
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On September 03 2006 11:08 rpf289 wrote: Things that need to be fixed:
1.) Scarab explosion affects everything. I'm sick and tired of seeing a fucking explosive explode next to an SCV it wasn't heading for only to see it live with 100% HP. Siege Tank splash damage affects all units, buildings, and even friendly units. So yes, that means that if an enemy unti drags a scarab into a pack of my own dragoons, they should take damage.
2.) Scarabs should be able to identify enemy targets and shoot them without wandering aimlessly into sunkens like douchebags.
3.) Firing angles really need to be fixed. Sometimes you just can't hit something that's in range because there's a pylon. Allow scarabs to go around the damn object.
The whole strength of reavers is in their no friendly fire. IMO scarabs should do damage when they detonate regardless, but if reavers could attack self how the fuck would they kill lings? If you did that their only use would be in drops
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The beauty of the reaver is that it is such a wild card. That's the reason they are scary, you never know if it's going to obliterate all your scvs or if its going to do fuck all. They freak me out and i love it
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