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Do Reapers belong in SC2? - Page 4

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JAN0L
Profile Joined April 2010
Poland207 Posts
September 23 2010 12:21 GMT
#61
i bet it will be like with roaches after nerfing then to take 2 supply initially people werent making them at all but over time they turned out to be still useful
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
September 23 2010 12:29 GMT
#62
Lots of people still 5raxing me but most fail at micro evne thou im in diamond lol
i dunno lol
morimacil
Profile Joined March 2010
France921 Posts
September 23 2010 12:32 GMT
#63
On September 23 2010 21:21 psion wrote:
Reapers aren't and weren't too strong, they're just broken. If they actually required any tech then they could be made more useful in mid and late game. Their original unit design is far too strong for T1, and instead of changing the design they just nerfed it to the point where it was useless past T1. So we're left with a gimped unit that doesn't really belong.

Like roaches.
I assume even more nerfs will be coming
nepitolko
Profile Joined April 2010
Slovakia32 Posts
September 23 2010 12:35 GMT
#64
Some people are turning this into Marauder is OP topic

Regarding that it is boring to see every game 5rax reaper or nearly every game...
Hmm remeber how things are in BW
TvP fast factory or crazy marine rush
ZvZ zerling/muta
PvZ fast forge expand
Nearly every game had the same opening with small diferences and sometimes we had seen crazy openings.
Nobody complain about it...

Sentences that it is frustrating to play against it are silly.
(another BW storry)
You think thats it was funny to play as zerg against corsairs....
You think it was funny to play as terran against stop lurkers....

If a player is doing something that is hard to handle it is always frustrating to play against it but that doesnt mean it shouldnt be included in the game.

Reapers are interesting unit and i hope that we will see more reapers in late game like in qxc game posted above.
People will figure out how to use reapers in late game or completly abandon reapers and than there will be some intervention from bliz.



Sorry for the bad eng.... not my firs language


Snippa-
Profile Joined August 2010
United States98 Posts
September 23 2010 12:39 GMT
#65
I personally believe that reapers should be completely changed from what they are now. I like the idea of them, their ability to jump up & down cliffs, but especially with the recent patch, they seem to be fairly useless in most games, especially as the game progresses and gets into the later stages.

The only time I have seen a good use of reapers in the middle of a game that wasn't used for harassment was a single reaper on DQ going and destroying the rocks at the natural expansions for bases neither I nor my opponent started at, allowing my opponent to very sneakily take extra expansions. ...I should have been scouting more for that, but that is the best use of them aside from early harassment that I have seen.

Perhaps they could sorta fill the role of the vulture? Drop mines down maybe? (This is actually what I thought they were supposed to do when I skimmed a tooltip for one of their abilities in the campaign) ...No I did not play beta, I never got an invite until the last week of beta, and said screw it, I'll just wait til the game comes out.

Anyways... I think that could be the ideal solution for reapers, make them the new vulture, throw out some mines (...weaker mines than the vulture had though, considering the speed, damage done by the reaper, and its ability to jump up & down cliffs)
psion
Profile Joined May 2010
106 Posts
September 23 2010 12:54 GMT
#66
On September 23 2010 21:32 morimacil wrote:
Show nested quote +
On September 23 2010 21:21 psion wrote:
Reapers aren't and weren't too strong, they're just broken. If they actually required any tech then they could be made more useful in mid and late game. Their original unit design is far too strong for T1, and instead of changing the design they just nerfed it to the point where it was useless past T1. So we're left with a gimped unit that doesn't really belong.

Like roaches.
I assume even more nerfs will be coming

No, they changed the unit design of the roach and they made it require tech to balance the gimmick. They just overcompensated, and now apparently they're too afraid to make any more balance changes. The gimmick of the reaper is very low tech and very powerful in the early game, so instead of tweaking the gimmick and requiring more tech, they just made the unit extremely weak.
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
September 23 2010 12:57 GMT
#67
You should also mention that reapers break team games. It simply is silly to have a unit that goes up cliffs and negates chokes completely in that.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
September 23 2010 12:58 GMT
#68
It was brought up a while ago that Reapers just don't fit the motif of Terran, and I have to agree.

Reapers are fine for StarCraft 2, but they should be in the Zerg army, not Terran.
As it turns out, marines don't actually cost any money -Jinro
theSAiNT
Profile Joined July 2009
United States726 Posts
September 23 2010 13:06 GMT
#69
I think we will see more reapers incorporated into main armies. If you look at the DPS spreadsheet, reapers have higher dps on light units than stimmed marines or marauders. In fact, they are comparable in DPS to helions hitting THREE light units per shot and only beaten by upgraded helions hitting 3 units. Reapers do more DPS on light than one upgraded helion which doesn't get any splash.

It would be GREAT to incorporate fast moving, super high damage reapers against a Zerg midgame army of ling/baneling. It's just a question of microing them well. As people get better, they'll start doing this more.

Reapers are a stupidly good unit all game long.
deL
Profile Blog Joined March 2009
Australia5540 Posts
September 23 2010 13:14 GMT
#70
Replace them with medics.
Gaming videos for fun ~ http://www.youtube.com/user/WijLopenLos
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2010-09-23 13:16:26
September 23 2010 13:14 GMT
#71
Reapers should get stimpack. I wonder what'd happen then? Those mines would help as well. I thought 5 seconds wouldn't matter but after trying Reapers, I was shocked by how long they took. I don't think they're worth it against anything now.

On September 23 2010 22:06 theSAiNT wrote:
I think we will see more reapers incorporated into main armies. If you look at the DPS spreadsheet, reapers have higher dps on light units than stimmed marines or marauders. In fact, they are comparable in DPS to helions hitting THREE light units per shot and only beaten by upgraded helions hitting 3 units. Reapers do more DPS on light than one upgraded helion which doesn't get any splash.

It would be GREAT to incorporate fast moving, super high damage reapers against a Zerg midgame army of ling/baneling. It's just a question of microing them well. As people get better, they'll start doing this more.

Reapers are a stupidly good unit all game long.

In theory sure, but they take stupidly long to build and cost too much gas.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
September 23 2010 13:30 GMT
#72
Reapers are needed to make Bio work. Terrans need a early harrassment option that transitions into bio or bio would be significantly weakened.
Making them lategamevalid I´d say is an issue for the expansions. Stimpacks would simply extragate them, they would be even faster, damaging and fragile. I´d rather try the singleplayer range upgrade, which would help them not autolose instantly against anything that can touch them normally.
QuanticHawk
Profile Blog Joined May 2007
United States32130 Posts
September 23 2010 13:32 GMT
#73
Units don't have to be useful in every situation to have a role in the game....
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
GreEny K
Profile Joined February 2008
Germany7312 Posts
September 23 2010 13:38 GMT
#74
On September 23 2010 21:32 morimacil wrote:
Show nested quote +
On September 23 2010 21:21 psion wrote:
Reapers aren't and weren't too strong, they're just broken. If they actually required any tech then they could be made more useful in mid and late game. Their original unit design is far too strong for T1, and instead of changing the design they just nerfed it to the point where it was useless past T1. So we're left with a gimped unit that doesn't really belong.

Like roaches.
I assume even more nerfs will be coming



Last I checked Roaches were still usefull.
Why would you ever choose failure, when success is an option.
theSAiNT
Profile Joined July 2009
United States726 Posts
September 23 2010 13:40 GMT
#75
On September 23 2010 22:14 Shikyo wrote:
Reapers should get stimpack. I wonder what'd happen then? Those mines would help as well. I thought 5 seconds wouldn't matter but after trying Reapers, I was shocked by how long they took. I don't think they're worth it against anything now.

Show nested quote +
On September 23 2010 22:06 theSAiNT wrote:
I think we will see more reapers incorporated into main armies. If you look at the DPS spreadsheet, reapers have higher dps on light units than stimmed marines or marauders. In fact, they are comparable in DPS to helions hitting THREE light units per shot and only beaten by upgraded helions hitting 3 units. Reapers do more DPS on light than one upgraded helion which doesn't get any splash.

It would be GREAT to incorporate fast moving, super high damage reapers against a Zerg midgame army of ling/baneling. It's just a question of microing them well. As people get better, they'll start doing this more.

Reapers are a stupidly good unit all game long.

In theory sure, but they take stupidly long to build and cost too much gas.


We kind of saw it already. In 5 racks reapers, you're not meant to suicide all your reapers into speedlings/roaches. You're meant to harrass with them while building up a marauder force. Pushing out with marauders reinforced with your original reapers makes a super deadly force.
Buhlbaid
Profile Joined September 2010
Spain32 Posts
September 23 2010 13:41 GMT
#76
Not every unit has to be used in competitive games. BW queens, scouts, dark archons, devours valkirie and maybe another two units have really limited options in competitive game scene. I think that is good actually. It brings more depth to the sc lore and history. You have to remember that it is a game before an e-sport.
"There is no subjetct so old that something new cannot be said about it." -Dostoievski
GreEny K
Profile Joined February 2008
Germany7312 Posts
September 23 2010 13:42 GMT
#77
On September 23 2010 22:14 deL wrote:
Replace them with medics.


Omg, medics and medivacs... A terran unit would never die again.
Why would you ever choose failure, when success is an option.
JustPlay
Profile Joined September 2010
United States211 Posts
Last Edited: 2010-09-23 13:47:39
September 23 2010 13:43 GMT
#78
Reapers are stupid. They have no place in starcraft. They are a highly mobile building and worker wrecking unit that completely destroys static defense and small numbers of any kind of unit. They also only cost 1 supply which is mind boggling.

The first time they get used in a tournament finals in late game TvP to one shot every pylon the protoss has and then 8 shot their nexus for the price of 600 minerals/600 gas/12 supply will be when everyone starts to think this way.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 23 2010 13:43 GMT
#79
On September 23 2010 22:40 theSAiNT wrote:
Show nested quote +
On September 23 2010 22:14 Shikyo wrote:
Reapers should get stimpack. I wonder what'd happen then? Those mines would help as well. I thought 5 seconds wouldn't matter but after trying Reapers, I was shocked by how long they took. I don't think they're worth it against anything now.

On September 23 2010 22:06 theSAiNT wrote:
I think we will see more reapers incorporated into main armies. If you look at the DPS spreadsheet, reapers have higher dps on light units than stimmed marines or marauders. In fact, they are comparable in DPS to helions hitting THREE light units per shot and only beaten by upgraded helions hitting 3 units. Reapers do more DPS on light than one upgraded helion which doesn't get any splash.

It would be GREAT to incorporate fast moving, super high damage reapers against a Zerg midgame army of ling/baneling. It's just a question of microing them well. As people get better, they'll start doing this more.

Reapers are a stupidly good unit all game long.

In theory sure, but they take stupidly long to build and cost too much gas.


We kind of saw it already. In 5 racks reapers, you're not meant to suicide all your reapers into speedlings/roaches. You're meant to harrass with them while building up a marauder force. Pushing out with marauders reinforced with your original reapers makes a super deadly force.

Yeah that's true, but that's because you crippled them already with the reapers. The reapers don't really do much in that attack tbh, most of the time they'll have almost purely roaches. My 10 Marauders are what make me win in those games, not the Reapers. I think that they're worthless in an actual mid-lategame army. The reapers in the push are just leftovers
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Fa1nT
Profile Joined September 2010
United States3423 Posts
September 23 2010 13:44 GMT
#80
They belong in campaign only.

Reapers ONLY use is to piss off Zerg players in the first few minutes, then they are never used again.

I guess you could use vs protoss for scouting, but like terran needs MORE scouting gimmicks.
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