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Reapers effective late game?

Forum Index > StarCraft 2 Strategy
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Keitzer
Profile Blog Joined May 2010
United States2509 Posts
August 05 2010 08:06 GMT
#1
Reapers are the terran unit a lot of people use either as cheese or a really nice harass unit early game.

Which got me thinking....

If you made like one set of reapers (like 3-4 depending on how many tech labs you have at that moment) and used those to snipe off some workers while you push out with your forces or whatever..

I don't play terran so i can't actually test this, but i think it might be worth it to force your opponent to focus elsewhere while you move your units into position.

Seeing as how effective workers die to reapers early game, i think it may be worth a try especially if you are (or feel you are) behind in economy.

Do you guys think it's even worth it? or no?
I'm like badass squared | KeitZer.489
Railgan
Profile Joined August 2010
Switzerland1507 Posts
August 05 2010 08:11 GMT
#2
If you can micro it up why not but if you lose your whole army only to kill 10 of his workers no
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
Bart331
Profile Joined July 2010
59 Posts
August 05 2010 08:16 GMT
#3
It all depends on your micro, but you could also do a drop, plant a nuke, go in with some hellions to harass him during the battle
Ocedic
Profile Joined April 2010
United States1808 Posts
August 05 2010 08:21 GMT
#4
I've used Reapers in mid/late game to great effect especially against Protoss (no queens.) They're very cost effective when you catch unsuspecting expos and can really throw your opponent off his game as he has to deal with this nuisance he did not expect.
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
August 05 2010 08:22 GMT
#5
http://www.teamliquid.net/forum/viewmessage.php?topic_id=129398

http://www.teamliquid.net/forum/viewmessage.php?topic_id=123002

http://www.teamliquid.net/forum/viewmessage.php?topic_id=122343

^some previous discussions
Moderator@TLPholon // "I need a third hand to facepalm right now"
GoDannY
Profile Joined August 2006
Germany442 Posts
August 05 2010 08:22 GMT
#6
I'm not a terran either but since Reapers grenades do hell a lot of damge to buildings it might be viable to go for like 5 or more reapeers when playing an early expo - jump in and snipe some key buildings (lone pylons, pool etc.) - but here is when it comes down to a lot of micro. Cost wise it might be about the same amount of money like a well filled Medivac.
Team LifeStyle - it's more than a game
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
August 05 2010 08:25 GMT
#7
On August 05 2010 17:22 Pholon wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=129398

http://www.teamliquid.net/forum/viewmessage.php?topic_id=123002

http://www.teamliquid.net/forum/viewmessage.php?topic_id=122343

^some previous discussions


=)

good thing i used the search function .... (not)
I'm like badass squared | KeitZer.489
Voyager I
Profile Joined July 2010
United States260 Posts
August 05 2010 08:41 GMT
#8
They can certainly do a lot of damage, and towards the midgame their build time is less of a setback because you should be able to afford plenty of Barracks, but you're still putting a ton of gas into a unit that doesn't fare well in large battles and evaporates if you ever let anything bad happen to it.

I'd probably rather just do a drop with a Medivac, since it can have similar effects using units that are already part of my normal composition and requires less attention (they're simply in my army when they aren't dropping, and the drop itself is probably easier than Reaper micro).
Incineratrix
Profile Joined July 2010
Canada3 Posts
August 05 2010 11:41 GMT
#9
I've found that the reapers money amount is 6 vT and 7 vP. 6 reapers can 2 shot a supply depot, and 7 reapers two shot pylons. this works very well in mid-late game harassment the attack cooldown is 1.8 seconds, adding in the travel time of the projectiles its probably safe to say its about 2 seconds per attack. that means in 4 seconds you can destroy 1 depot/pylon. if the opponent can't muster a force to you quickly enough, and if they like to bunch up their food you can easily wreck their food within a very short time.

even just building 6-7 reapers takes a while, 40 seconds for each one is massive. building out of one Tech-Rax its 240-280 seconds or 4 minutes- 4minutes 40 seconds. its best to do this when you already have quite a few Tech-Rax and can pump out 3+ at a time,then after only probably 80 seconds you have your raiding force.

sure there is some money amount of reapers that 2 shot or 1 shot a CC/Nexus/Hatch but its very impractical to have that many. for the amount of damage you can do with only 6-7 I find its worth the cost and time.
PanzerKing
Profile Joined May 2010
United States483 Posts
August 05 2010 12:19 GMT
#10
Not worth it. A medivac with 8 stimmed marines will do plenty of damage, costs far less gas, and you have a fair chance of getting them out alive.
http://tkrmx.blogspot.com/
trevf
Profile Joined May 2010
United States237 Posts
August 05 2010 12:34 GMT
#11
On August 05 2010 21:19 PanzerKing wrote:
Not worth it. A medivac with 8 stimmed marines will do plenty of damage, costs far less gas, and you have a fair chance of getting them out alive.


I agree with you in that reapers should have the stimulation packages.
EnderCN
Profile Joined May 2010
United States499 Posts
August 05 2010 13:46 GMT
#12
As others have said, the reason you don't see reapers late game is because if you have the barracks to pull it off you are generally better off with a medivac drop. Marine+Marauder destroy bases really fast with stim and they are just a more robust army than reapers.
Rodregeus
Profile Joined August 2010
Australia126 Posts
August 06 2010 04:14 GMT
#13
I have used squads of 10-12 reapers to great success in 2v2. That amount, although stupidly expensive for what I could have instead at that point in the game. Can take out Expansions in <30sec and even decimate half a main base if the opponent is stupid enough to leave their cliffs unguarded.

They are easy to hide around the map and can pop up almost anywhere. Anything from harassing/destroying expansions, to hitting the main base and taking out important buildings/supply, to even popping them up behind the enemy in a shit fight and picking a few of their units off then ducking away before they have time to react and focus a few of them on your reapers.

Works so much better in 2v2 with a toss partner who uses an observer to scout ahead for them as to avoid them running into anything.

I have had matches where I wiped out every building they had with a single squad. :/

If the opponents are any kind of good against reapers their as useless as pissing on your monitor though. O.o But very very fun even if it does make you lose. :D
Fear the reaper. // lol never mind.
HotSoOP
Profile Joined August 2010
United States39 Posts
August 06 2010 05:49 GMT
#14
When playing TvZ on a map like Lost Temple, I typically get 8 or so reapers to supplement my main MM army for a mid-game push. I micro the reapers up the cliffs into his mineral line for harass, and swing my MM ball up his ramp.

Granted, a bigger MM ball is nice, but a two-pronged attack will overwhelm your opponent, nullifying any 1A defense.
klauz619
Profile Joined July 2010
453 Posts
August 06 2010 06:13 GMT
#15
Stimmed marines do about 20 damage to buildings every 2 seconds.
reapers hit buildings for 29 damage every 1.8 seconds.

Marines take up less than half the time if you have a reactor, they do not cost gas, can attack air and can do a lot of damage to anything not resembling the enemy's main army.

A small defense group won't be as effective against the medivac's healing/tanking, and the marines will melt them in seconds.
chickensnack
Profile Joined August 2010
United States21 Posts
August 06 2010 06:44 GMT
#16
On August 06 2010 15:13 klauz619 wrote:
Stimmed marines do about 20 damage to buildings every 2 seconds.
reapers hit buildings for 29 damage every 1.8 seconds.

Marines take up less than half the time if you have a reactor, they do not cost gas, can attack air and can do a lot of damage to anything not resembling the enemy's main army.

A small defense group won't be as effective against the medivac's healing/tanking, and the marines will melt them in seconds.


True enough, but marines don't have the mobility that reapers do.

Having said that, I too agree reapers usually aren't worth the cost. Perhaps a small squad of 4-6 to draw the opponent's attention away while you knock in the front door, but as en masse, they just aren't worth it.
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