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Mass Reapers - Page 2

Forum Index > StarCraft 2 Strategy
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crueknight
Profile Joined October 2010
United States21 Posts
November 15 2010 23:30 GMT
#21
Question: Do you guys build reapers with that factory req speed upgrade? I hardly even think about reapers because of that. But I'm really starting to think if it is actually wise to go back to reapers?
Lobber
Profile Joined August 2010
Canada414 Posts
November 15 2010 23:31 GMT
#22
At around 12+ reapers 4 warped in stalkers to the mineral line won't save you, at least 1 will die before it warps in all the way and 12 reapers can easily pick off 3 stalkers, probes are then easy pickings.

You are not your APM, you are not you ladder ranking.
Ganondorf
Profile Joined April 2010
Italy600 Posts
November 15 2010 23:34 GMT
#23
On November 16 2010 08:30 crueknight wrote:
Question: Do you guys build reapers with that factory req speed upgrade? I hardly even think about reapers because of that. But I'm really starting to think if it is actually wise to go back to reapers?


In my experimentation with this build, i would get the upgrade very late but it's not important, since i'm transitioning into something different than reapers.
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2010-11-15 23:38:24
November 15 2010 23:35 GMT
#24
On November 16 2010 08:00 Steelflight-Rx wrote:
Show nested quote +
On November 16 2010 07:55 avilo wrote:
When reapers had the speed upgrade at barracks tech, this was viable. I used to do it quite a bit too, but now it's complete trash. Never do it versus protoss.


Thank god the expert came to tell us not to do it! Seriously, if you're going to make a post like this, at least provide a replay or something other than "this strategy sucks"


There is not much else to say about it honestly. It was great when the speed upgrade was at barracks. Now it never will work.

Why would I provide replays for this when it's common sense? No one has to provide a replay for this type of thing. It's not a simple "oh, the strategy may not be as effective now." It's a matter of, "oh, blizzard completely altered the tech path to get the reaper upgrade, which makes it not viable."

The reason you could reaper versus P before was because of the speed upgrade, which allowed you to semi-contain them, and keep P at home and at bay. That's completely gone now, which is the only reason it worked in the first place. Otherwise, like anyone will tell you here, a simple 4 gate or any stalker build will just kill you.

The game is much more fleshed out now. So yes, I can confidently advise you (just like any good T would) that you should never do this versus protoss.

Let me put it this way - any good T here or myself encouraging you to go reapers versus protoss in this patch would be like encouraging you to open stargate in PvT in SC1. Yes, versus some bad players it might look like "wow that might have a chance of working!" but versus anyone that is even D+ iccup level you're actually hurting yourself by simply using a bad build/inefficient build order.

Is that a good enough explanation for you? By all means go ahead and do it, but it would only work up to around gold/platinum level...which yeah...doesn't say much for it's viability.
Sup
Frosti
Profile Joined November 2010
United States8 Posts
November 15 2010 23:38 GMT
#25
I really think after the first 8 or so reapers QXC could have switched to marauders and won the game much much earlier. Sure he had him pinned but he also forced the tosses unit comp in such a way that straight marauders would own.
Light a fire for a man, keep him warm for the night. Light a man on fire, keep him warm for the rest of his life.
Ganondorf
Profile Joined April 2010
Italy600 Posts
November 15 2010 23:45 GMT
#26
On November 16 2010 08:38 Frosti wrote:
I really think after the first 8 or so reapers QXC could have switched to marauders and won the game much much earlier. Sure he had him pinned but he also forced the tosses unit comp in such a way that straight marauders would own.


No, it's way later in the game that the transition should occur. You need a scary high number of reapers. capable of harassing and running around, to keep the toss pinned. They should be able to kill 3-4 stalkers easily (8 reapers won't cut it, more like 20 reapers). Warpin won't work, he has to keep the main army in his base.
tchan
Profile Joined August 2010
Australia121 Posts
November 15 2010 23:53 GMT
#27

And you're forgetting that you dont just make reapers. Does Zerg just make mutas? Does protoss just make dt's/pheonix's/voidrays? just make reapers and you die, doesn't take a genius to figure that out.

Yeah, you also have to throw in a few marawders dude.
tehbesterest
Profile Joined May 2010
4 Posts
November 16 2010 00:09 GMT
#28
I like how people say, "oh yeah warp in some stalkers when those 10 or 12 reapers are in your mineral line." When I was messing around with reaper/marauder having 2 rax making rauders and 1 making reapers nonstop. When I felt like harassing and moving 10-12 reapers into a base, it wasn't the mineral line i went for. 10-12 reapers like 3 shot any building. Who cares about probes when you just destroyed cybercore, 2 robotics and like 3 pylons before they get back in. And btw, most decent toss keep their pylons spread a bit, I see 6 stalkers warping in, i kill the 2 pylons powering that spot in about 4 seconds. Anyways, more people should be open to new strategy's. And the factory req for speed is not that big of deal, you go past factory for your medi's anyways. It only changed very early OP harass. "OMG not standard, this is a terrible build! Don't ever try this!" is not a good mindset.
SC2Real
Profile Joined October 2010
Germany184 Posts
Last Edited: 2010-11-16 00:43:17
November 16 2010 00:30 GMT
#29
On November 16 2010 08:35 avilo wrote:
Show nested quote +
On November 16 2010 08:00 Steelflight-Rx wrote:
On November 16 2010 07:55 avilo wrote:
When reapers had the speed upgrade at barracks tech, this was viable. I used to do it quite a bit too, but now it's complete trash. Never do it versus protoss.


Thank god the expert came to tell us not to do it! Seriously, if you're going to make a post like this, at least provide a replay or something other than "this strategy sucks"


There is not much else to say about it honestly. It was great when the speed upgrade was at barracks. Now it never will work.

Why would I provide replays for this when it's common sense? No one has to provide a replay for this type of thing. It's not a simple "oh, the strategy may not be as effective now." It's a matter of, "oh, blizzard completely altered the tech path to get the reaper upgrade, which makes it not viable."

The reason you could reaper versus P before was because of the speed upgrade, which allowed you to semi-contain them, and keep P at home and at bay. That's completely gone now, which is the only reason it worked in the first place. Otherwise, like anyone will tell you here, a simple 4 gate or any stalker build will just kill you.

The game is much more fleshed out now. So yes, I can confidently advise you (just like any good T would) that you should never do this versus protoss.

Let me put it this way - any good T here or myself encouraging you to go reapers versus protoss in this patch would be like encouraging you to open stargate in PvT in SC1. Yes, versus some bad players it might look like "wow that might have a chance of working!" but versus anyone that is even D+ iccup level you're actually hurting yourself by simply using a bad build/inefficient build order.

Is that a good enough explanation for you? By all means go ahead and do it, but it would only work up to around gold/platinum level...which yeah...doesn't say much for it's viability.




of course it's non-sense to make a reaper-build on steppes against an one-base-4-gate-toss and of course it's (normally :S)only an early-game build which transitiones very well into a bio-build with early-ish expand.

the point is that it is quite effective on larger maps againt early expanding P where P has to spread his units out to defend so that you can largely outnumber the defenders on one point.

also reapers are not for containing, they are for punishing your opponent if he tries to move out.
if he does so he is basically all-in and you have good chances to hold it with bunkers and pulling workers,


note: just like any muta-attack you shouldn't attack frontal against the giant protoss-ball with your reapers or else they will get raped.
Ghost-z
Profile Joined September 2010
United States1291 Posts
November 16 2010 00:50 GMT
#30
I agree that reapers are a great option for surprising your opponent. As long as you don't get them all killed (hey lets engage the stalker ball head on) you can build them up slowly while pumping marauders. 10 Reapers should do about 200 DAMAGE to buildings which means to can hop up and 2-shot pylons or snipe a tech building (cybercore, citadel) relatively quickly.

All terrans will get the factory for their starport tech anyway so why not get the speed upgrade if you still have the reaper ball. Just like any banshee/hellion harass (you dont mass them either) the goal is to get ahead, not win outright.
Fairy Tales when you're a child begin with "Once upon a time" and when you're an adult begin, "If elected I promise..."
Srule
Profile Joined October 2010
Canada181 Posts
Last Edited: 2010-11-16 01:42:13
November 16 2010 01:39 GMT
#31
I added replays to my OP. PS: Don't make fun of my Name lol...
inFeZa
Profile Blog Joined June 2009
Australia556 Posts
November 16 2010 01:50 GMT
#32
Hi guys, PoisoN here, i was playing QXC in this match and let me tell you some things about it.

First off - It was a handicap, he was only using specialized units like reaper ghost

Second off - it worked damn well for the map. as there was 2 huge gaps to my base which was forcing me to split my army and as day9 anayzised things like stalkers can easily get picked off, thats why i stuck with gateway units and blink, giving me mobility to move between the harass.

Thirdly - Transitioning would be different, but it forces me to be on low count of bases while you have free minerals to expand.

After playing this game i feel that i've learned the most from this game, how such a good offense, even if it is weak can pin you down to your base, especially on such a large map and with good mobile units.

Feel free to ask any questions about the game
Starcraft 2 in-game Observer. Follow me twitter.com/infeza
shakenbake
Profile Joined August 2010
United States207 Posts
November 16 2010 01:50 GMT
#33
really, your name is foxer?
frantic.cactus
Profile Joined April 2010
New Zealand164 Posts
November 16 2010 01:54 GMT
#34
This is some cool early game action. Possibly making mech play more viable?

I'm just lazily theory crafting because i'm at work and have nothing better to do, but:

you could get ahead in expansions
you need a factory for the speed upgrade
you need a factory for mech
how about rax->CC-> rax rax -> fac -> speed -> tanks and third (meh i'll try it out and see if something like this can be done)

hmmmm sounds quite gas heavy

speed reapers seem to let you impose yourself on the map giving mech play the mobility it needs (vulture replacement anyone).

you don't need to constantly make reapers throughout the game just replenish your raiding force. This also means you can have 4 rax worth of marine production to help stop any pesky air transition that toss love to do against a meching player.

Mass reaper all game is obviously stupid but just because you have the producrion facilitys does not mean you need to use them all the time. Back in BW days it wasn't uncommon to see a Terran player make MM against Zerg and then transition into straight up Mech.

This could just be an effective opening.


Terran it up since 2007
Kammalleri
Profile Joined November 2010
Canada613 Posts
November 16 2010 01:58 GMT
#35
I faced that at plat level, the guy was like rank 4(1500) plat player, but I mostly stuck on one base and as soon as I've seen a lot of reaper I went DT knowing he wouldn't have detection that fast and harrassed him quite a bit and just ended up having more stuff that he he did. Deltra quadrant is quite a bad map to mass reaper tho.
Enervate
Profile Joined August 2010
United States1769 Posts
November 16 2010 02:07 GMT
#36
People please stop taking this strategy seriously. Qxc is a pro and he chose a funky strat to use for fun. I believe Tyler used mass sentries in a TLAttack episode once. Do you think that is going to be viable? Sure this strategy can work occasionally when you are far better than your opponent. But you'll probably be better off building any unit other than a reaper from your barracks 99% of the time.
Sabre80
Profile Joined October 2010
United States8 Posts
November 16 2010 02:08 GMT
#37
So what would be the ideal maps to try this mass reaper opening?
SC2Real
Profile Joined October 2010
Germany184 Posts
November 16 2010 02:09 GMT
#38
On November 16 2010 10:54 frantic.cactus wrote:
This is some cool early game action. Possibly making mech play more viable?

I'm just lazily theory crafting because i'm at work and have nothing better to do, but:

you could get ahead in expansions
you need a factory for the speed upgrade
you need a factory for mech
how about rax->CC-> rax rax -> fac -> speed -> tanks and third (meh i'll try it out and see if something like this can be done)

hmmmm sounds quite gas heavy

speed reapers seem to let you impose yourself on the map giving mech play the mobility it needs (vulture replacement anyone).

you don't need to constantly make reapers throughout the game just replenish your raiding force. This also means you can have 4 rax worth of marine production to help stop any pesky air transition that toss love to do against a meching player.

Mass reaper all game is obviously stupid but just because you have the producrion facilitys does not mean you need to use them all the time. Back in BW days it wasn't uncommon to see a Terran player make MM against Zerg and then transition into straight up Mech.

This could just be an effective opening.




you won't have enough reapers to do anything if you go 1 rax expand.
MM will be the better choice for this style.

the point is to outnumber the enemy (3-4 rax) and expand as soon as you can afford it with constant reaper/scv/depot-production.
SC2Real
Profile Joined October 2010
Germany184 Posts
November 16 2010 02:14 GMT
#39
On November 16 2010 11:08 Sabre80 wrote:
So what would be the ideal maps to try this mass reaper opening?


shakuras plateau, i guess. ideally on cross positions.

long rush distance, easy defendable natural and decent amount of cliffs.
frantic.cactus
Profile Joined April 2010
New Zealand164 Posts
November 16 2010 02:22 GMT
#40
On November 16 2010 11:09 SC2Real wrote:
Show nested quote +
On November 16 2010 10:54 frantic.cactus wrote:
This is some cool early game action. Possibly making mech play more viable?

I'm just lazily theory crafting because i'm at work and have nothing better to do, but:

you could get ahead in expansions
you need a factory for the speed upgrade
you need a factory for mech
how about rax->CC-> rax rax -> fac -> speed -> tanks and third (meh i'll try it out and see if something like this can be done)

hmmmm sounds quite gas heavy

speed reapers seem to let you impose yourself on the map giving mech play the mobility it needs (vulture replacement anyone).

you don't need to constantly make reapers throughout the game just replenish your raiding force. This also means you can have 4 rax worth of marine production to help stop any pesky air transition that toss love to do against a meching player.

Mass reaper all game is obviously stupid but just because you have the producrion facilitys does not mean you need to use them all the time. Back in BW days it wasn't uncommon to see a Terran player make MM against Zerg and then transition into straight up Mech.

This could just be an effective opening.




you won't have enough reapers to do anything if you go 1 rax expand.
MM will be the better choice for this style.

the point is to outnumber the enemy (3-4 rax) and expand as soon as you can afford it with constant reaper/scv/depot-production.


Aw but I love FEing so much ^__^

Well then i'll try it the way you said. 4 rax -> expand. Why fix what aint broke right?

I just really like expanding....

But what about after the expo goes down. You're into the midgame, Hopefully with an advantage and a deadly/mobile counter attack force. Stifle expand attempts and proxy tech with reapers while expanding yourself and massing tanks etc etc etc. (good for scouting tech switches too)
(I don't mean to derail the thread just to look at the reapers viability in a game long plan)
Terran it up since 2007
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