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United Kingdom14103 Posts
On November 08 2012 12:51 People_0f_Color wrote: Totally agree as well. By giving terran more early game options, it solidifies the argument that they don't need a new unit (or at least quiets the whimpers). Reworking the reaper into a good opening option instead of a slight build order deviation is a good move.
I don't think you realise why Terran's want a new unit. We want a lategame unit not an early-game unit. Currently most Terran's lategame revolves around support for T1 units (Marines).
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On November 09 2012 22:25 Markwerf wrote: Reapers are already strong enough as it is again especially in TvT and possibly in TvZ. Nitro pack should just be removed and possible be replaced with something that gives the reapers a lategame (like a HP buff or some other cool feature but NOT a buff to harassment like speed). Such as the anti building damage back as an upgrade. They definately boosted as early game harrasment against other T (I really never noticed that terran would need more early game openings), but at the same time they wered nerfed mid game. While its anti building attack was a bit of a gimmick, it could do fun stuff mid game (even late if you are bored). While it got replaced with sight up cliffs (which is imo both a bad idea early game and useless mid/late game) and autoheal (nice early game, not incredibly useful later on).
Honestly I never understood the new reaper. It helps where we dont need help, and it was nerfed where we do need help. And I am especially afraid that the sight up cliffs results into boring gameplay and reduces the number of openings: nice if you get another opening (reapers), but if that makes 4 other openings useless, the total number of openings decreased.
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Atm, reapers are useless in TvZ and TvP, why ? Because zergs have queens and protoss have stalkers. Both of them have auto regen, like reaper, and it's why reaper is only useful in TvT. You can attack a pack of marines, and back to regen, u can't attack a stalker or a queen and back, because when u come back, there will be 2 queens / stalkers full-life.
To be useful in TvZ / TvP, reapers need : -a better early use (nitro pack ? build time reduced ?) -or an mid / late game upgrade (like all other units : lings / crackling, stalker / blink, marines / stim + shield...)
So, yeah in TvT, reapers are fine and we have cool opening, but in TvZ / TvP, there are useless all the time.
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Agreed, they also did things like nerf reaper and barrack and bunker build time (all helps vs this strat), and buff roach range so reapers can't kite them (shame if you ask me). Conclusion: this strat can use some help!!!
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The reaper rush days are long gone. Reapers are a terribly weak unit and need a buff, enough said.
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This would make reapers way to strong in the early game.
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Perhaps there should be a range upgrade for the reaper (replacing nitro pack) to make it usable with bio terran mix.
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On November 08 2012 07:06 sona wrote: Sup TL, We all know reaper in the early WoL era was very overpowered against zerg with the 5 rax reaper rush strategy.The reason reaper was extremely powerful because it could take down buildings and the queen range was only 3 at the time.
Now in Hots, reaper have a normal otherwise miniscule damage against building, making them only viable in picking off workers and light units. In the interest of promoting more variety of early game play options in TvX matches, I think the factory requirement of the nitro pack should be eliminated so reapers become a better early option.
I feel the reaper is becoming the forgotten unit, especially because it can't be used anywhere but the early game. It should at least be a good early game unit, but not OP. The new ranged queen and MC should be able to handle the reaper if handled properly.
Thanks for reading.
Agreed.
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Why not just have an upgrade on the ebay that lets reactors produce reapers? That way the build time wouldn't be as lomg to make them, and you could actually get a few late game. System for it is already there to with the campaign
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Agreed, however like others I think nitro packs should be nerfed slightly to compensate.
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On November 11 2012 09:00 Kronos92 wrote: Why not just have an upgrade on the ebay that lets reactors produce reapers? That way the build time wouldn't be as lomg to make them, and you could actually get a few late game. System for it is already there to with the campaign
This is a pretty sick idea too. I also wish there was a way for them to get their anti building weapon as a late game upgrade.
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Even if you move the upgrade back to Rax, they would still be useless past early harassment TvT.
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early game reaper are awesome for scouting and slight harrass in HOTS again. move in with reaper, kill 1-2 worker, move out, regenerate, move in again while scouting everything is awesome. they get used A LOT in TvT and pretty often in TvZ (although widow mine is so strong that reaper is overshadowed).
then just give the reaper a lategame upgrade that gives them the antibuilding attack back and/or the speedupgrade so you can use them mid- and lategame.
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Personally, I think stim would really benefit reapers at this point.
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United States7483 Posts
Honestly, reapers should be buffed substantially, but also require a tech upgrade to build them at all, which will allow for them to be a mid-late game unit and not overpowered in a rush.
Maybe do something like require Ghost Academy or even the Fusion Core to build reapers, but make them much stronger.
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On November 08 2012 08:34 TranceKuja wrote: Don't forget that Roaches only had 3 range too.
And Queens had less range too...
Reapers were so overnerfed.
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On November 15 2012 04:38 Whitewing wrote: Honestly, reapers should be buffed substantially, but also require a tech upgrade to build them at all, which will allow for them to be a mid-late game unit and not overpowered in a rush.
Maybe do something like require Ghost Academy or even the Fusion Core to build reapers, but make them much stronger.
They need an upgrade to compensate slow rebuild and low hp. Both lings and zealots have late game upgrades that make them viable late game core units. Attack speed upgrade and charge.
Why not reaper?
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People in this thread talking about how reapers are so strong, have you even played the game since 2011? /boggled
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I don't see how earlier nitro packs solves any of the problems with the Reaper.
The unit lacks a role once 1 stalker its the field and acts as a completely one-sided harassment option. You either destroy your opponents economy, or (currently) rarely do enough damage to justify the investment.
Reapers are fine in the early game, but there is really NO reason to continue making them past the first few minutes of gameplay. Earlier nitro packs only makes them OP in the early game and does nothing for their continued viability.
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Awe man I forgot they got rid of the building grenades. Nothing more fun than 100 reaper army in 4v4 killing a whole base in a matter of seconds and running away
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