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Do Reapers belong in SC2? - Page 2

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sleepingdog
Profile Joined August 2008
Austria6145 Posts
September 23 2010 09:45 GMT
#21
I'm protoss not zerg and therefore don't have problem with reapers - still I think they are misdesigned, maybe will be removed with an expansion
terran has hellions for harassment, hellions are far more balanced, they don't need reapers; it's almost impossible to balance reapers - useful for harass = probably OP vs zerg, not useful for harass = completely crappy unit;

reapers would be balanced, if zerg had a choice between either going anti-harassment-style or economic-style; but since zerg is FORCED to go economic-style by game-design, there is no strategical element or meta-game at work
"You see....YOU SEE..." © 2010 Sen
Nilrem
Profile Blog Joined February 2009
United States3684 Posts
September 23 2010 09:48 GMT
#22
I am not sure if I am in total agreement with the Op. When ever I talk to someone about the reaper, it is always mentioned that reapers are great early game, but mid-late game they are rarely used. And I really question, why? They may not be able to do a ton of harass and actually kill much. But when I look at the unit, I see potential of harassing and just being a sheer annoyance. I mean, if the enemy is moving their forces, why not use them to periodically harass and annoy the player. Forcing him/her to either retreat forces, create defense, or simple just get distracted.

I understand that in the makeup of a force, you wont really have them in the mix. When you have a large army of mmm, you do not really see reapers. So in terms of unit composition, it wouldn't be in the main force. But alas, you can still being an annoyance. They are not very costly and the distraction can cost the enemy to have their units in a bad spot.

I hate being harassed early game by them, but eh, I think in the future they may end up being used in other ways.
Meepo Haters gonna Hate. https://twitter.com/KazeNilrem (@KazeNilrem)
Floophead_III
Profile Joined September 2009
United States1832 Posts
September 23 2010 09:51 GMT
#23
On September 23 2010 18:12 billyX333 wrote:
if reapers were completely removed from the game, the balance of the matchups would be completely unchanged
terran already has enough viable openings which are just as strong but playing against reapers is incredibly frustrating (and NOT fun)
it really hurts the game for me from a zerg perspective
reapers are bad when players dont know how to control them, but they're rage inducing when pros control them. i hate this unit. if they removed it from the game zvt would not change at all as hellion openings are just as good and reapers only have very limited use in tvt and tvp anyways. terrible unit


Pretty much summed it up right there.

Yes, reapers are useful scouts and can be used to save a scan in early game. That can go for almost any unit though, even a barracks!

They add nothing to the depth of gameplay because they're such 1-dimensional units.

What they need is their d8 charges back from the alpha, or spider mines, or SOMETHING USEFUL AT ALL. Then you can nerf their early game power vs zerg (remove speed?) and suddenly they're a unit that has depth.

That or remove them because they're stupid.
Half man, half bear, half pig.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
September 23 2010 09:52 GMT
#24
I think if they made reapers build faster but require an extra tech structure they would still be used after early game. Problem now is that you need far more raxs for reaper production than you do for anything else. So it's not really worthwhile to stop a whole round of production just for reapers.
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
September 23 2010 09:52 GMT
#25
I don't like the reapers at all. They are either to good early game or completely useless midgame and lategame, most othere units have uses through the entire game, except reapers. It would be very hard to balance this out.

If it would be up to me i would just remove them from the game, terrans alredy have enough units, and their removal wouldn't efect them at all. They could also make the ghost take the reapers game function of baracks antilight counter and harass capable unit. With a good bonus vs light and cloak, and some stats modifications, the ghost could easily take that role.
ヽ(´ー`)┌
MindRush
Profile Joined April 2010
Romania916 Posts
September 23 2010 09:55 GMT
#26
reapers could get a late-game upgrade to make them playable
some upgrade from the ghost academy or something, more life or maybe some mines
this could come with Heart of the Swarm
anyway, right now there is no reason to make reapers, expect maybe for scout, building snipes
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
Last Edited: 2010-09-23 10:13:00
September 23 2010 09:59 GMT
#27
Actually, it doesn't do too badly vs armoured targets compared to a marauder. stimmed, a marauder shoots at a rate of 1 per 'second', where as a marine goes down to ~50-55 (can't remember exactly but I am entirely certain it is that quickly!). If you have 2 marines firing for 1 marauder, then that's (roughly) 4x6 shots for the marines for each marauder shot. Against non armoured targets the marines damage output is significantly higher then the marauders (as one would expect!) and against armoured targets it's only a little less (roughly 4 shots from 2 marines vs 1 shot from a marauder. 19 dmg (taking into account 1 armour) vs 24 -4 from the marines = 20. The marines shoot a little slower then that, and something like more armour or guardian shield cocks things up for the marines, but for equal mineral cost stimmed marines do fairly comparable damage to marauders).

People whinge about marauders and it's disgusting, but that's nothing new. If you cannot deal with marauders, fucking find out how because there are people who do, and Blizzard are totally fine with marauders as they are.

ANYWAY, as to the OP 'do reapers belong in sc2!', well, this is obviously a silly question. Of course they do, because Blizzard said so. If you took out or replaced the reaper with something else, well, what would that something be? They cannot patch it in, I'd leave any reaper change to HotS

EDIT- got my maths wrong a bit actually. Marine fire rate is .89, and is decreased by .29 when they stim, so they have a (roughly) ~60 fire rate when stimmed. It's almost twice as fast as a marauder though, and with upgrades will outshine the marauders output vs buildings.

Marauders are good in drops because they are quick to drop. It takes ages to unload 8 marines and in a drop you gotta work fast! plus, as noted above, marauders are harder to kill with splash damage then marines. Some marines are good in TvP until colosi and Ht's hit the field and make them look sooooo stupid (marauders still feel the burn, just slower)
ProgamerAustralian alcohol user follow @iaguzSC2
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
September 23 2010 10:01 GMT
#28
Reapers own in team games where everyone starts with 2 gateways/early lings.

In fact, they solely exist for that (quite brilliant though) proxy rax reaper rush with severe SCV cutting.
You want 20 good men, but you need a bad pussy.
Silu
Profile Joined June 2010
Finland165 Posts
September 23 2010 10:03 GMT
#29
On September 23 2010 18:40 archon256 wrote:
Show nested quote +
On September 23 2010 18:28 NormandyBoy wrote:
People QQing about marauders makes me sad, : marines deal more DPS than them.

Not versus buildings. And other armored targets. But the main problem is buildings. If you know the opponent is going Marauder-heavy, you could opt not to build armored units, but there's no way to avoid making buildings, lol.


You're wrong.

Two Marines have more DPS against an armored target than a single Marauder has. Reapers would never be used in a drop, as the reason Marauders are used over Marines is their greater survivability (damage consolidation + base armor, mainly). Weird to see how many are ignorant of this simple fact.

Marauders have (very) slightly better DPS than unupgraded Marines against targets that have base armor (so basically no effect at all against Protoss buildings as half of their hp is shields) , but as Marines are over two times better than Marauders against workers, this is effectively nullified for harass drops.
daewdasd
Profile Joined October 2008
Germany64 Posts
September 23 2010 10:06 GMT
#30
As a zerg player i have to say i dont mind the reaper (with some minor tweaks made), but it is really the marauder that makes so many other terran units useless. Marauders are just way to good against almost evers groundunit there is. As soon as you can mass Marauders you are at least fine against any ground unit combination zerg can throw at you, and if the zerg combination of units is just slightly wrong Marauders just roll over them. Changing the dmg of the Marauder to 5+15 would be well worth a try. Zerglings could then be effectivly be used against them and buildings would not go down as fast as they do roght now.
So change the Marauder and keep the Reaper as it is right now.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2010-09-23 10:13:46
September 23 2010 10:12 GMT
#31
On September 23 2010 19:03 Silu wrote:
Show nested quote +
On September 23 2010 18:40 archon256 wrote:
On September 23 2010 18:28 NormandyBoy wrote:
People QQing about marauders makes me sad, : marines deal more DPS than them.

Not versus buildings. And other armored targets. But the main problem is buildings. If you know the opponent is going Marauder-heavy, you could opt not to build armored units, but there's no way to avoid making buildings, lol.


You're wrong.

Two Marines have more DPS against an armored target than a single Marauder has. Reapers would never be used in a drop, as the reason Marauders are used over Marines is their greater survivability (damage consolidation + base armor, mainly). Weird to see how many are ignorant of this simple fact.

Marauders have (very) slightly better DPS than unupgraded Marines against targets that have base armor (so basically no effect at all against Protoss buildings as half of their hp is shields) , but as Marines are over two times better than Marauders against workers, this is effectively nullified for harass drops.


You're forgetting the attack range which is at least as important than survivability and certainly more important than a small lack of damage. Basically, Marauders are EXACTLY ground-only Dragoons.
You want 20 good men, but you need a bad pussy.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
September 23 2010 10:13 GMT
#32
putting reapers in the game was a worse move then removoing shared replays. A piece of crap unit, makes no sense, if it is too strong, then it's broken, if it's not too strong then why the hell would you make them as they become useless very soon.
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
September 23 2010 10:16 GMT
#33
Mass marauder getting you down? Fix it with ling/bling/muta! Seriously, when in high level play have you seen mass marauder fuck things up? I know thor/marauder was popular back in the day but hte magic box fixed that. I like using marauders to hurt roach heavy compositions and help out against banelings, but you cannot build too many rockit black guys or the Terran composition will suffer for it.
ProgamerAustralian alcohol user follow @iaguzSC2
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
September 23 2010 10:17 GMT
#34
On September 23 2010 18:51 Floophead_III wrote:
Show nested quote +
On September 23 2010 18:12 billyX333 wrote:
if reapers were completely removed from the game, the balance of the matchups would be completely unchanged
terran already has enough viable openings which are just as strong but playing against reapers is incredibly frustrating (and NOT fun)
it really hurts the game for me from a zerg perspective
reapers are bad when players dont know how to control them, but they're rage inducing when pros control them. i hate this unit. if they removed it from the game zvt would not change at all as hellion openings are just as good and reapers only have very limited use in tvt and tvp anyways. terrible unit


Pretty much summed it up right there.

Yes, reapers are useful scouts and can be used to save a scan in early game. That can go for almost any unit though, even a barracks!

They add nothing to the depth of gameplay because they're such 1-dimensional units.

What they need is their d8 charges back from the alpha, or spider mines, or SOMETHING USEFUL AT ALL. Then you can nerf their early game power vs zerg (remove speed?) and suddenly they're a unit that has depth.

That or remove them because they're stupid.


I would love to see Spider Mines on Reapers instead of D8 charge
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
The Touch
Profile Joined September 2010
United Kingdom667 Posts
September 23 2010 10:18 GMT
#35
On September 23 2010 18:28 NormandyBoy wrote:
People QQing about marauders makes me sad, : marines deal more DPS than them.

And about reapers I think they might have a use that just has not been found yet, something like sniping HTs late game...It's too early to threw them away.


What makes marauders great is their health. They can put out more damage before they die than 2 marines can (their equivilent in food) against armoured units and buildings.

But I agree with you in that I think people seem to seriously understimate the strength of marines. As you say, they do more dps than marauders, and they can also can attack air units, take less time to build, and use no gas. They are fantastic units.
You Got The Touch
greycubed
Profile Joined May 2010
United States615 Posts
September 23 2010 10:21 GMT
#36
On September 23 2010 18:48 Nilrem wrote:
I am not sure if I am in total agreement with the Op. When ever I talk to someone about the reaper, it is always mentioned that reapers are great early game, but mid-late game they are rarely used. And I really question, why? They may not be able to do a ton of harass and actually kill much. But when I look at the unit, I see potential of harassing and just being a sheer annoyance. I mean, if the enemy is moving their forces, why not use them to periodically harass and annoy the player. Forcing him/her to either retreat forces, create defense, or simple just get distracted.
Well you have to understand that Terran players are placed in leagues with other players who have 3 times their APM so multi-front fighting is a bad strat for them.
http://i.imgur.com/N3ujB.png
NormandyBoy
Profile Joined May 2010
France200 Posts
September 23 2010 10:21 GMT
#37
On September 23 2010 19:12 BluzMan wrote:
Show nested quote +
On September 23 2010 19:03 Silu wrote:
On September 23 2010 18:40 archon256 wrote:
On September 23 2010 18:28 NormandyBoy wrote:
People QQing about marauders makes me sad, : marines deal more DPS than them.

Not versus buildings. And other armored targets. But the main problem is buildings. If you know the opponent is going Marauder-heavy, you could opt not to build armored units, but there's no way to avoid making buildings, lol.


You're wrong.

Two Marines have more DPS against an armored target than a single Marauder has. Reapers would never be used in a drop, as the reason Marauders are used over Marines is their greater survivability (damage consolidation + base armor, mainly). Weird to see how many are ignorant of this simple fact.

Marauders have (very) slightly better DPS than unupgraded Marines against targets that have base armor (so basically no effect at all against Protoss buildings as half of their hp is shields) , but as Marines are over two times better than Marauders against workers, this is effectively nullified for harass drops.


You're forgetting the attack range which is at least as important than survivability and certainly more important than a small lack of damage. Basically, Marauders are EXACTLY ground-only Dragoons.

Yeah you're right the +1 range of marauders is a huge deal when it comes to sniping building (that's what people were QQing about)...
And Terran need that range early game because marines can be kited infinitely by stalkers. If the marauders were not here bunkers or tanks would be mandatory.
klauz619
Profile Joined July 2010
453 Posts
September 23 2010 10:22 GMT
#38
Problem with reapers is that they are almost completely useless after very early game(just before midgame if vs zerg).

Also they share roles with the hellion, and the hellion has abysmal damage and can't stand up to anything without hit and run, but by the time you have blue flame you can't hit and run anymore and harassing with them is almost always going to end in failure.
Silu
Profile Joined June 2010
Finland165 Posts
September 23 2010 10:23 GMT
#39
On September 23 2010 19:12 BluzMan wrote:
Show nested quote +
On September 23 2010 19:03 Silu wrote:
On September 23 2010 18:40 archon256 wrote:
On September 23 2010 18:28 NormandyBoy wrote:
People QQing about marauders makes me sad, : marines deal more DPS than them.

Not versus buildings. And other armored targets. But the main problem is buildings. If you know the opponent is going Marauder-heavy, you could opt not to build armored units, but there's no way to avoid making buildings, lol.


You're wrong.

Two Marines have more DPS against an armored target than a single Marauder has. Reapers would never be used in a drop, as the reason Marauders are used over Marines is their greater survivability (damage consolidation + base armor, mainly). Weird to see how many are ignorant of this simple fact.

Marauders have (very) slightly better DPS than unupgraded Marines against targets that have base armor (so basically no effect at all against Protoss buildings as half of their hp is shields) , but as Marines are over two times better than Marauders against workers, this is effectively nullified for harass drops.


You're forgetting the attack range which is at least as important than survivability and certainly more important than a small lack of damage. Basically, Marauders are EXACTLY ground-only Dragoons.


I thought about whether or not to mention attack range. I didn't (you're right, probably should have), because in my opinion it's a far lesser boon than the survivability (in drops especially) due to the collision size difference. Marines can traverse tighter spots and can pack themselves around each other much more efficiently - on the other hand a single cannon can easily kill a Marine or three while it takes pretty sloppy micro for any Marauders to get killed by one.

Of course none of this has anything to do with the subject matter, Reapers, which have equal range to Marines when attacking buildings and worse range when it comes to attacking units
GreyFoxMe
Profile Joined August 2010
Sweden36 Posts
September 23 2010 10:25 GMT
#40
Their damage per shot to buildings is the same as Thors. I've even made Reaper drops in the mid game, it's risky but focus firing down a Nexus goes so quick!

I still think Reapers have a use mid to late game, it's just not been done much cause of all the other alternatives you got as Terran late game, but I think they still could be useful.
GreyFox.me - a blog about gaming and me
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