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The Reaper Issue - Page 3

Forum Index > StarCraft 2 Strategy
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Evopanda
Profile Joined May 2007
United States21 Posts
February 22 2010 07:25 GMT
#41
So far i think reapers aren't that op atm. Each race can counter them pretty well. Imo banshees and vikings are more op cause it is hard to scout a good banshee rush. Just my 2 cents.
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
February 22 2010 07:54 GMT
#42
I am playing Terran and atm i win whenever a terran goes Reapers v me. Get 2 maurauders and 1-2 rines and reapers will stop coming near your workers. mauraders rape reapers. Especially because their attacks slow and most of the time when they see maurauders they attempt to escape, at this point hit as many as possible so they die while trying to flee. Only time I have lost to a Terran who used Reapers i was outplayed by a better player who managed to get Banshees out while i was killing his SCV line and killed my marine/maurauders. He was 2 divisions above me tho...IDK why i was playing some1 two div's above me.
Aesir.logon
Profile Joined February 2010
United States7 Posts
Last Edited: 2010-03-06 03:47:09
February 22 2010 13:42 GMT
#43
From what I've seen (In TvZ) it seems speedlings are very effective vs reapers. Whenever I attack with 4 reapers, I can usually do a good harass and at least take down a spawning pool, but whenever they have speedlings, I fail to do anything effective. The best I can do is pop a few drones (one or two?) before I need to retreat. And if they have a queen by the time you get there, 4 reapers usually don't get to do anything.
G4MR
Profile Blog Joined February 2010
United States371 Posts
Last Edited: 2010-02-22 18:17:01
February 22 2010 18:15 GMT
#44
My original build was:

Pylon 8/10
Gate
Pylon
Gas
Pylon
Cyber
Gas
Robo
Gate
Twilight
Robo Bay

Didn't really do a full time build just scouted early right after that first pylon and did a 2 probe build after each building (To save money for the buildings)

Now I've won against people who never done a reaper rush. With colossus + stalker combo with a few immortals. (Got Immortals first)

Now my new build to tweak it for a fast stalker build is:

Pylon 8/10
Gas (As soon as I get 75 after 2 probes)
Gate
Cyber
Pylon
Gas
Robo
Gate
Twilight
Robo Bay (Colossus upgrades)

With this tweaked do you think I'd have a good chance against early reapers? I'd edit it where fit after doing scout (if they go early gas).
www.G4MR.net personal blog!
-orb-
Profile Blog Joined September 2007
United States5770 Posts
February 22 2010 18:24 GMT
#45
I tend to think that reapers need to have damage to buildings reduced a bit. You can bring about 8 reapers into a base and kill a nexus in just a couple volleys. It essentially makes it so you can never leave your base with your army even into lategame or you will lose your nexus/all your buildings instantly.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
chocoed
Profile Joined June 2007
United States398 Posts
Last Edited: 2010-02-23 09:37:14
February 23 2010 09:36 GMT
#46
As protoss, I never had trouble dealing with reapers. typically they send them when i already have a stalker or about to produce one. then just micro around with probes and range to scare them off until you can get another stalker out. then just keep your stalkers around your base cause he'll try and attack from different directions. eventually you'll have enough stalkers to keep him out. not that bad.

edit: i do not think they are that OP, but a slight nerf to their demolition attack seems appropriate.
My life for Aiur!
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
February 23 2010 16:16 GMT
#47
On February 23 2010 03:24 -orb- wrote:
I tend to think that reapers need to have damage to buildings reduced a bit. You can bring about 8 reapers into a base and kill a nexus in just a couple volleys. It essentially makes it so you can never leave your base with your army even into lategame or you will lose your nexus/all your buildings instantly.


I'm torn on that subject. If reaper's damage vs buildings was nerfed too much, they would become obsolete very quickly, probably by mid-game.

An easier fix in my opinion would simply be to make their D8 charges require a research. Early game they can still be effective harassers and slaughter workers, but will not be able to 1shot cannons or sunkens. This way you can defend against reaper harasses much in the way you defend against vulture harass.

Then later in the game, with those bombs researched, they can perform the role of base raiders, hopping in and killing key structures. Right now they are simply too good of harassers right from the get-go.
I admire your commitment to being *very* oily
iSiN
Profile Blog Joined March 2009
United States1075 Posts
February 23 2010 16:38 GMT
#48
I feel the 40 damage to buildings is the worst part of them(Too High). If the terran can build up 8 or so reapers they can b line for your base and sac them for a building basically of their choosing

They always seemed like a mineral line harassing unit not a 6 minute game winner.
Grouty @HoN/PCKJ <--<333 || Jaedong Fan Cafe GFX
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
Last Edited: 2010-02-23 16:43:40
February 23 2010 16:42 GMT
#49
On February 24 2010 01:38 iSiN wrote:
I feel the 40 damage to buildings is the worst part of them(Too High). If the terran can build up 8 or so reapers they can b line for your base and sac them for a building basically of their choosing

They always seemed like a mineral line harassing unit not a 6 minute game winner.


Yeah. But 8 reapers for 1 building is a loss for the Terran right?

Reapers die so quickly. I don't understand why people are having trouble defending against them. Couldn't if you knew it was coming. Couldn't you just keep a few units back to intercept them before they can get close to your buildings?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
MonkeyMania
Profile Joined February 2010
United States3 Posts
February 23 2010 16:42 GMT
#50
--- Nuked ---
Feefee
Profile Joined November 2009
Canada556 Posts
February 23 2010 19:26 GMT
#51
Any game that I've seen people go reapers required them to leave their base completely undefended. And stalkers most certainly do not "get raped" by reapers^^;. Against units reapers are just marines (putting aside the fact that they can run away faster).
Also they're not really effective as "worker killers". Again, 8 reapers leave you with nothing at your base, and terrans cannot hold the toss back if he decides to go for a counter. If you take away the threat of losing your base faster than the terran (because reapers kill buildings) you make the reaper 100% obsolete. Not saying it's not OP, just saying they aren't effective for a worker harrass.. 3 stalkers in a mineral line and those 8 reapers are toast.
FieryBalrog
Profile Blog Joined July 2007
United States1381 Posts
February 24 2010 16:05 GMT
#52
On February 24 2010 01:42 Qikz wrote:
Show nested quote +
On February 24 2010 01:38 iSiN wrote:
I feel the 40 damage to buildings is the worst part of them(Too High). If the terran can build up 8 or so reapers they can b line for your base and sac them for a building basically of their choosing

They always seemed like a mineral line harassing unit not a 6 minute game winner.


Yeah. But 8 reapers for 1 building is a loss for the Terran right?


Not if its your Nexus.
I will eat you alive
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
February 24 2010 16:30 GMT
#53
On February 24 2010 04:26 Feefee wrote:
Any game that I've seen people go reapers required them to leave their base completely undefended. And stalkers most certainly do not "get raped" by reapers^^;. Against units reapers are just marines (putting aside the fact that they can run away faster).
Also they're not really effective as "worker killers". Again, 8 reapers leave you with nothing at your base, and terrans cannot hold the toss back if he decides to go for a counter. If you take away the threat of losing your base faster than the terran (because reapers kill buildings) you make the reaper 100% obsolete. Not saying it's not OP, just saying they aren't effective for a worker harrass.. 3 stalkers in a mineral line and those 8 reapers are toast.


Typically when I go for Reapers I'll only build 3 and bring them in. 3 Reapers kills a Probe in a single volley (like 2 vults in BW) and the principle is the same: run to avoid enemy units and focus fire Probes while you do. I find it odd that you say they aren't effective for worker harassment... that's pretty much their designed role, just as it was for Vultures, and nobody would ever say those were bad for worker raids.
Moderator
251
Profile Blog Joined March 2008
United States1401 Posts
Last Edited: 2010-02-24 17:44:50
February 24 2010 17:41 GMT
#54
On February 24 2010 01:16 Haemonculus wrote:
Show nested quote +
On February 23 2010 03:24 -orb- wrote:
I tend to think that reapers need to have damage to buildings reduced a bit. You can bring about 8 reapers into a base and kill a nexus in just a couple volleys. It essentially makes it so you can never leave your base with your army even into lategame or you will lose your nexus/all your buildings instantly.


I'm torn on that subject. If reaper's damage vs buildings was nerfed too much, they would become obsolete very quickly, probably by mid-game.

An easier fix in my opinion would simply be to make their D8 charges require a research. Early game they can still be effective harassers and slaughter workers, but will not be able to 1shot cannons or sunkens. This way you can defend against reaper harasses much in the way you defend against vulture harass.

Then later in the game, with those bombs researched, they can perform the role of base raiders, hopping in and killing key structures. Right now they are simply too good of harassers right from the get-go.


I like and agree with this. A research requirement means if you're aiming to do massive structural damage you must invest and time it properly, keeps it a bit delayed from the early game while not rendering them useless from late. If you research and the raid is an utter failure it puts Terran way behind given what they must invest. However given how gas acquisition in SC2 is, I'm wondering how viable it is to start say a 150/150 upgrade and still build 50/50 reapers off 1 base. At that point, it pushes it toward being almost all-inish. Maybe upgrade could be 100/100, but that seems like too much of a bargain...Still more fair than the low low current price of $free.99.
"If you can chill..........then chill."
brn4meplz
Profile Joined February 2010
Canada98 Posts
February 24 2010 17:43 GMT
#55
If the reaper speed upgrade included their current building damage as an upgrade or was a new upgrade entirely, I think alot less people would complain. Most terran builds are going for some Marauders anyway so they would have a Tech lab barracks. build 3-4 reapers and don't look back, as long as you keep those units alive the threat that you will jump down and destroy a probe line is always there. On top of that you can scan his base to see if he is defending the probes.

If the 40 dmg vs buildings was with the speed upgrade or even a different upgrade at least you would know the Terran players intentions to continue using reapers at other stages of the game. You wouldn't make the investment into reaper tech unless you had a plan to keep using them
Give a man a fire keep him warm for a while. Light a man on fire, keep him warm for life.
Feefee
Profile Joined November 2009
Canada556 Posts
February 24 2010 17:51 GMT
#56
On February 25 2010 01:30 Excalibur_Z wrote:
Typically when I go for Reapers I'll only build 3 and bring them in. 3 Reapers kills a Probe in a single volley (like 2 vults in BW) and the principle is the same: run to avoid enemy units and focus fire Probes while you do. I find it odd that you say they aren't effective for worker harassment... that's pretty much their designed role, just as it was for Vultures, and nobody would ever say those were bad for worker raids.


Well maybe I just haven't seen it pulled off well enough yet. How many probes do you actually manage to kill against anyone competent? 3-4? Cause without an expansion, and with mineral gathering dying off drastically after the 16th probe I'd say 150minerals + 150gas + speed upgrade for reapers isn't really worth it for killing 3-4 probes. Especially when the only use for reapers becomes killing those initial probes. Late game you can easily cannon up, and if reapers were to do no damage to those cannons they'd become utterly useless. Your vulture analogy stands I admit, but vultures don't cost gas (and gas is even more sparse in SC2 than in SC1) and vultures have mines.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
February 24 2010 18:18 GMT
#57
On February 24 2010 01:16 Haemonculus wrote:
Show nested quote +
On February 23 2010 03:24 -orb- wrote:
I tend to think that reapers need to have damage to buildings reduced a bit. You can bring about 8 reapers into a base and kill a nexus in just a couple volleys. It essentially makes it so you can never leave your base with your army even into lategame or you will lose your nexus/all your buildings instantly.


I'm torn on that subject. If reaper's damage vs buildings was nerfed too much, they would become obsolete very quickly, probably by mid-game.

An easier fix in my opinion would simply be to make their D8 charges require a research. Early game they can still be effective harassers and slaughter workers, but will not be able to 1shot cannons or sunkens. This way you can defend against reaper harasses much in the way you defend against vulture harass.

Then later in the game, with those bombs researched, they can perform the role of base raiders, hopping in and killing key structures. Right now they are simply too good of harassers right from the get-go.


Or, make the weapons upgrade increase their damage vs buildings by a significant amount. That way, if you keep up with your upgrades, they can still be good into mid-game (and even into late-game)
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