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Bring Reaper's Nitro pack Back to Rax - Page 2

Forum Index > StarCraft 2 HotS
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Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
November 09 2012 13:46 GMT
#21
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).
11/5/14 CATACLYSM | The South West's worst Falco main
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2012-11-09 13:49:27
November 09 2012 13:47 GMT
#22
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.
yolteotl
Profile Joined October 2011
France76 Posts
November 09 2012 13:50 GMT
#23
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.
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
November 09 2012 15:36 GMT
#24
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!!!
osiris17
Profile Blog Joined September 2012
United States165 Posts
November 09 2012 22:09 GMT
#25
The reaper rush days are long gone. Reapers are a terribly weak unit and need a buff, enough said.
Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate. - sun tzu
Knetza
Profile Joined October 2012
United States9 Posts
November 09 2012 23:04 GMT
#26
This would make reapers way to strong in the early game.
We'll be fine.
sona
Profile Joined September 2012
Canada52 Posts
November 09 2012 23:07 GMT
#27
Perhaps there should be a range upgrade for the reaper (replacing nitro pack) to make it usable with bio terran mix.
willoc
Profile Joined February 2011
Canada1530 Posts
November 09 2012 23:15 GMT
#28
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.
Be bold and mighty forces will come to your aid!
Kronos92
Profile Joined September 2012
Canada1 Post
November 11 2012 00:00 GMT
#29
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
Work hard, play harder
PieTaster
Profile Joined September 2011
52 Posts
November 11 2012 01:18 GMT
#30
Agreed, however like others I think nitro packs should be nerfed slightly to compensate.
The brofestors are after you next.
People_0f_Color
Profile Joined August 2010
177 Posts
November 11 2012 02:46 GMT
#31
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.
GARcher
Profile Joined October 2012
Canada294 Posts
November 12 2012 10:52 GMT
#32
Even if you move the upgrade back to Rax, they would still be useless past early harassment TvT.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
Decendos
Profile Joined August 2011
Germany1341 Posts
November 12 2012 11:34 GMT
#33
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.
WoefulMe
Profile Joined September 2012
United States14 Posts
November 14 2012 19:25 GMT
#34
Personally, I think stim would really benefit reapers at this point.
Whitewing
Profile Joined October 2010
United States7483 Posts
November 14 2012 19:38 GMT
#35
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.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
BronzeKnee
Profile Joined March 2011
United States5219 Posts
November 14 2012 22:16 GMT
#36
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.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
November 15 2012 17:26 GMT
#37
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?
Cauterize the area
Maxyim
Profile Joined March 2012
430 Posts
November 15 2012 17:29 GMT
#38
People in this thread talking about how reapers are so strong, have you even played the game since 2011? /boggled
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-11-15 17:36:56
November 15 2012 17:34 GMT
#39
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.
As it turns out, marines don't actually cost any money -Jinro
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
November 15 2012 17:42 GMT
#40
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
Master Chief
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