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Mass Reapers - Page 4

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Toothless`xelrae
Profile Joined November 2010
94 Posts
November 16 2010 14:13 GMT
#61
i honestly encountered this build a while ago, didnt know that this was part of the daily @.@ i was shocked when an army of reapers streamed right past my natural and went right in my base.luckily, i saw the reapers while i was pushing so i was able to position a tank near my mineral line for defense. still cant get over people copying builds they think they can do if a pro does it. especially if its shown on the daily, stream, or just plain replays =.=
Srule
Profile Joined October 2010
Canada181 Posts
November 16 2010 14:31 GMT
#62
On November 16 2010 23:13 Toothless`xelrae wrote:
still cant get over people copying builds they think they can do if a pro does it. especially if its shown on the daily, stream, or just plain replays =.=


It's called fun. I personally don't care if I lose ladder games so sometimes I do wacky stuff in them. I love to try out of the box builds that I see in VODs... Don't tell me you have never tried doing something stupid like BC's Rush, Ultra Rush, or Mothership rush just to put a little more fun into the game? If you have not you really should... It's fun to play so risky sometimes :-)
Ganondorf
Profile Joined April 2010
Italy600 Posts
November 16 2010 16:58 GMT
#63
On November 16 2010 11:07 Enervate wrote:
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.


It is a serious opening. Making them all game, i agree is not optimal, but if you have qxc like micro you could still pull it off if you got a big enough advantage from reapers at that point.
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
November 16 2010 17:54 GMT
#64
Why do ppl assume that QXC was purposely giving himself a handicap/was playing just for fun/his opponent sucked? He showed that a heavy investment in reapers early game CAN yield some good advantages in terms of map control and can pin the opponent if the map is one that allows it, which is an aspect of the game that some players value more than others.

Is there a way that he could have achieved the same map control so early in the game in some cheaper/faster/more stable way? If noone can think of one than there's no reason to say the build was suboptimal!
Bora Pain minha porra!
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
Last Edited: 2010-11-16 18:55:19
November 16 2010 18:52 GMT
#65
Just won against a 2k+ diamond toss using this(i'm 2150 myself). He had no clue what to do lol.
AyJay
Profile Joined April 2010
1515 Posts
November 16 2010 18:58 GMT
#66
On November 16 2010 07:52 Antisocialmunky wrote:
QXC was playing a game handicapped.

Mass Reaper doesn't work if Toss gets off gateways.

I didn't tried mass reaper, but if toss tries to tech why don't you just fucking kill him?

What is he going to do with 1 voidray or immortal when you have 10 reapers? Just saying.
Sword_Acolyte
Profile Joined August 2010
United States25 Posts
November 16 2010 20:39 GMT
#67
Does this strat revolve around getting the factory to get the reaper upgrade, or rolling reapers without the speed?
crueknight
Profile Joined October 2010
United States21 Posts
Last Edited: 2010-11-17 17:49:31
November 17 2010 17:30 GMT
#68
This thread has caused me to use and experiment with reapers alot.

My current start build is: Rax(tech) - CC - Rax(tech) - Factory(refine) - Rax(refine)

I usually build marines out of one rax and reapers in another. Factory for that speed. Switch off your factory's refine for that 3rd barracks then land your factory and make a tech lab. Then after your 3rd rax is built, I mainly stop reaper production and pump marauds with the 2 techs and pump marines on that refine. (Of coarse it all depends what you scout)
While harassing, I would scout even more of the enemy base and may go tanks or tech to stargate. A pretty smooth transition if you ask me.

And remember, before you say reapers are useless, take a damn good look at the map and scout. If you have a map with a long back door than go for it. Snipe buildings or go for the tasty mineral line. And I got to thinking, why are cloaked banshees still popular for harass? Isn't it just cheaper and quicker to get a bunch of reapers? You need several stalkers/roaches to stop this harass, while banshees need about 1-2 static anti-air cannons.

I usually get a small group of 5-8 reapers and drop a scan or send a marine before hopping in. (You want to hide those reapers at all times. Rally them to an expansion near the enemy base. Nobody really uses them nowadays so they usually don't expect it)
As long as you know where their army ball is, you can safely hop in for 10 secs and hop back out doing enough damage to cause them to lag behind in the game.
It'll also agitate them to attack since you probably wreck their econ, they need to counter you back to catch up. But them you're prepared for that right? You should have your tanks up by that point and possibly an expansion in your natural with a PF.



......Oh just realized the title of this topic was "Mass Reapers". Sorry if I went off topic.

Well, then I'd say no to mass reapers. They are way too weak for a head on attack. Or unless you can juggle them around before the larger army ball could get to your base....

5miley
Profile Joined January 2010
United States64 Posts
November 17 2010 17:41 GMT
#69
Why not build a planetary fortress in your natural instead of an orbital? Even with the decreased economy you would still have massive map control, and any sort of base trade with toss tier 1-2 units would be their loss. plus you get that fast +1 upgrade for infantry, which you will probably be switching to later anyways.
lol in the pants
crueknight
Profile Joined October 2010
United States21 Posts
Last Edited: 2010-11-17 17:52:48
November 17 2010 17:52 GMT
#70
I always go Planetary Fortress if my natural is in the front of my base. Those "backyard" naturals I feel are protected enough except for drops which will need a small army to defend against.

But yes if I have a front natural, I'll always go PF. It is so much easier to fast expand and once and any early army is basically demolished once in range. Just make sure to get most of your SCVs to repair it once under attack.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10343 Posts
November 24 2010 21:04 GMT
#71
've beaten 1600 players with all sorts of whacky builds, because I played better than they did. That doesn't mean that those builds are any good. I would expect to see replays from the OP before placing any faith in a strategy that is awful both on paper and in my personal experience.

Everyone talking about "penning P up in his base" is forgetting that at some point he'll have enough stalkers, probably off of one base, that he can just walk over and kill you, and killing all his probes won't be much consolation when your base is a smoking crater.


um, your reapers will kill his base first
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
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