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Mid-Late Reaper Plays - Page 6

Forum Index > SC2 General
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brocoli
Profile Joined February 2010
Brazil264 Posts
June 11 2010 21:11 GMT
#101
Upgrade : Reaptor 200 handguns
- increases range by 1.5 and firing rate vs. units by __% (a lot). After attacking 14 times, the reaper can't attack for __ seconds. (Reloading. Counter doesn't pause while jumping up and down cliffs because they can do it just fine.)
- requires armory.
- contains a GunZ reference.

Jokes aside, reapers have less range than marines do; which are way better fighters than them even in dps (and they cost less, last longer, mass better, can attack air...). The way the reaper is now, the only role I can think for them in a battle is to support marines and marauders from behind by killing zealots while the rines kill key sentries and rauders kill stalkers.

You can also offset their low survivability by putting them into bunkers, but then you're sacrificing their mobility, which is what makes them cost so much.


Now this becomes a whole other story if they can actually reach hydras and snipe stuff. This should of course require a lot of tech. Their clips should run out pretty fast too so that it gives your opponent the option to sacrifice stuff to them to disable them for a while, and wait for that infestor/colossus/siege. This should encourage micro from both sides a LOT.


...and I'd love a GunZ reference on reapers. Even if they gave them an useless sword attack animation in melee range it'd be fine XD
nihoh
Profile Blog Joined May 2010
Australia978 Posts
June 11 2010 22:08 GMT
#102
"Perhaps unsurprisingly reapers are also enthusiastic users of stimpacks. The dangerous cocktail of combat enhancement chemicals suits their high-speed tactics perfectly, and the long-term side effects are scarcely likely to prove an issue." FROM THE SC2 WEBSITE LOL.
Dont look at the finger or you will miss all that heavenly glory.
Hikari
Profile Blog Joined May 2010
1914 Posts
June 11 2010 23:18 GMT
#103
My problem with late game reaper is that they take forever to build, and are somewhat "gas heavy". They are also rather squishy...

8 reaper cost 400m+400g
4 banshees cost 600m+400g (require starport investment but can have optional cloak)
8 marines + medivac cost 500m + 100g

I think I will take the marine package with stim.

Side note: In 3v3/4v4 I enjoy a reaper opening a lot. Not only are they good for harassment early game, reapers in a bunker make short work of tier 1 light units (esp zerglings)
Novembermike
Profile Joined April 2010
United States102 Posts
June 11 2010 23:53 GMT
#104
Those marines in the medevac are also a monolithic unit. They are vulnerable to both AA and anti ground attacks, don't deal with buildings as well and are unable to attack multiple targets simultaneously.

Reapers are deadly in almost any number, do better against limited static defenses and are better low cost scouts than a drop ship.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 20 2010 14:17 GMT
#105
On June 12 2010 07:08 nihoh wrote:
"Perhaps unsurprisingly reapers are also enthusiastic users of stimpacks. The dangerous cocktail of combat enhancement chemicals suits their high-speed tactics perfectly, and the long-term side effects are scarcely likely to prove an issue." FROM THE SC2 WEBSITE LOL.

If they had stim, and could actually outrun speedlings, they might be useful ;p I still think they need a secondary ability tho, a la vulture.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
nihoh
Profile Blog Joined May 2010
Australia978 Posts
June 20 2010 14:35 GMT
#106
On June 20 2010 23:17 FrozenArbiter wrote:
Show nested quote +
On June 12 2010 07:08 nihoh wrote:
"Perhaps unsurprisingly reapers are also enthusiastic users of stimpacks. The dangerous cocktail of combat enhancement chemicals suits their high-speed tactics perfectly, and the long-term side effects are scarcely likely to prove an issue." FROM THE SC2 WEBSITE LOL.

If they had stim, and could actually outrun speedlings, they might be useful ;p I still think they need a secondary ability tho, a la vulture.


I think what happened was Blizzard must have had Stim on reapers at some point; as the descriptive error on the website shows. One can only wonder at how that played out at Blizzard's Alpha-testing stage?
Dont look at the finger or you will miss all that heavenly glory.
Shroud
Profile Joined May 2010
Canada26 Posts
June 23 2010 17:24 GMT
#107
A lot of talk about reapers, and the reaper and immortal are my two favourite new units to the game for lore alone.

Nitropack may as well be taken away because it doesn't come in time for the early game and doesn't really help the reapers usability mid/late game.

If you want reapers to be viable mid/late game they need to integrate well with the rest of your infantry ball. The solution is so simple, let the marine upgrades help reapers too. Stim and shields will work nicely, and fit the lore just fine. At minimum they need stim back.
Zoltan
Profile Blog Joined March 2010
United States656 Posts
Last Edited: 2010-06-23 17:31:11
June 23 2010 17:30 GMT
#108
On June 24 2010 02:24 Shroud wrote:
A lot of talk about reapers, and the reaper and immortal are my two favourite new units to the game for lore alone.

Nitropack may as well be taken away because it doesn't come in time for the early game and doesn't really help the reapers usability mid/late game.

If you want reapers to be viable mid/late game they need to integrate well with the rest of your infantry ball. The solution is so simple, let the marine upgrades help reapers too. Stim and shields will work nicely, and fit the lore just fine. At minimum they need stim back.


Give me reapers with stim- i will show you a broken game.

seriosuly all i do is ruin people with reapers anyway- just make them better so its easier for me.
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
June 23 2010 17:34 GMT
#109
what reapers need , is a piercing shell upgrade available late game which will allow reaper to hit the unit behind their original target , making them ling zealot killing machine
ur pro or ur noob , thats life
LarJarsE
Profile Blog Joined August 2009
United States1378 Posts
June 23 2010 17:38 GMT
#110
Reapers are great scouts, all game long. They are also very cheap. 4 reapers to cancel an expansion gogo
since 98'
ViRo
Profile Joined May 2010
United States137 Posts
June 23 2010 17:58 GMT
#111
I agree that reapers are not a viable mid/late game option, giving them remote detonators would be impressive but probably OP. Mines are still an option as well, but probably something that would require an upgrade from a tech lab costing 100/100.
The back door was open.....so.....
kajeus
Profile Joined May 2010
United States679 Posts
Last Edited: 2010-06-23 18:44:11
June 23 2010 18:43 GMT
#112
D8 charges as remote detonators that only kill units would be cooooool. (Especially if you mainly detonate when you don't have vision.)

But I guess you could mine every expo... So z/p would have to scout every expo with a detector before planting down in the midgame?

Seems ok, actually.
pro-MoMaN, pro-HuK, pro-Millenium
Kakisho
Profile Joined January 2010
United States240 Posts
June 23 2010 18:48 GMT
#113
Give them a passive D8 charged suits.

When they die they have 100% (or 50% for balancing issue) to have their D8 charges with them also explode so their deaths hurt the enemy units (against zerglings, zealots and other units within close range).

This ability would be passive and probably be upgraded at factory tech sorta of how the nuke is also except it probably would have to be from the Barracks-Tech Lab.
Cold wind, chilling.
ViRo
Profile Joined May 2010
United States137 Posts
June 23 2010 19:13 GMT
#114
On June 24 2010 03:48 Kakisho wrote:
Give them a passive D8 charged suits.

When they die they have 100% (or 50% for balancing issue) to have their D8 charges with them also explode so their deaths hurt the enemy units (against zerglings, zealots and other units within close range).

This ability would be passive and probably be upgraded at factory tech sorta of how the nuke is also except it probably would have to be from the Barracks-Tech Lab.

that sounds nice, but it's kinda like giving terran banelings that can shoot and jump up cliffs
The back door was open.....so.....
kajeus
Profile Joined May 2010
United States679 Posts
June 23 2010 19:23 GMT
#115
On June 24 2010 03:48 Kakisho wrote:
Give them a passive D8 charged suits.

When they die they have 100% (or 50% for balancing issue) to have their D8 charges with them also explode so their deaths hurt the enemy units (against zerglings, zealots and other units within close range).

This ability would be passive and probably be upgraded at factory tech sorta of how the nuke is also except it probably would have to be from the Barracks-Tech Lab.

LOL, what? That would be completely imbalanced in the early game and completely useless after that. :D

Man, TL hates us right now for this discussion.
pro-MoMaN, pro-HuK, pro-Millenium
sevia
Profile Joined May 2010
United States954 Posts
June 23 2010 19:25 GMT
#116
I wouldn't mind bringing back the Merc Bar (or whatever it's called) to upgrade reapers. Have it unlock straight after Barracks. Move the Nitro Packs to it, and give them Spider Mines for 100/100.

Mines were such a huge part of BW that I think they would see pretty heavy mid- to late-game use in SC2. In exchange, possibly make reapers 100/50 rather than 50/50?
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
June 23 2010 22:08 GMT
#117
Did anyone try 9 reaper rush against Zerg? Unless Zerg went roaches he is dead right there. If timed right this attack comes before fast mutas and totally kill the Zerg base. Spine Crawlers get one shoted, lings and hydras have no chance, queen as well.
jerry507
Profile Joined June 2010
United States11 Posts
June 23 2010 22:40 GMT
#118
On June 12 2010 06:11 brocoli wrote:

Jokes aside, reapers have less range than marines do; which are way better fighters than them even in dps (and they cost less, last longer, mass better, can attack air...).


Marines are NOT a lot better than Reapers in terms of DPS. Marines do crap dps (6.97dps) but they are jack of all trades units. Compare that to a reaper which does ~7.27 in general and 16.36 vs light units. It's completely fine to say marines have a lot more UTILITY than a reaper but the dps isn't even close.

Interestingly if you're looking at a drop you run into an interesting situation. You load 8 slots of units into a medivac, and depending on how you do it you're looking at 3 marauders and 2 marines. You end up with a composition that in effect is great against buildings thanks to the Marauders grenades but against light units Marauders are worse than a marine in DPS. They do slow units though which is great. This is where I think reapers have a great place.

Vs light
3 marauders, 2 marines = 6.66x3 + 6.97x2 = 33.92
3 marauders, 2 reapers = 6.66x3 + 16.36x2 = 52.7

Vs armored
3 marauders, 2 marines = 13.33x3 + 6.97x2 = 53.93
3 marauders, 2 reapers = 13.33x3 + 16.66x2 = 73.31

You go from taking two full volleys from your force to kill any worker in the game to one shotting any worker in the game. You'll kill a building in 75% of the time too. Reapers are slightly more survivable than a marine too thanks to their +5 HP but that's very minor.

I don't know if it's quite fair to compare reapers to anything but a direct replacement for marines in certain circumstances. If you're doing bio units then it makes some sense, otherwise maybe hellions + reapers since you might have a barracks you're not fully using anyway.

In any case, I don't know if reapers are quite as useless as everyone seems to think.
BlackDraft
Profile Joined May 2010
United States64 Posts
June 24 2010 23:58 GMT
#119
On June 24 2010 07:40 jerry507 wrote:
In any case, I don't know if reapers are quite as useless as everyone seems to think.


Have you seen what fungal growth does to reapers? mid-late if Z has infestors reapers are not an option.
15 hatch 15 pool
ooni
Profile Blog Joined March 2010
Australia1498 Posts
June 25 2010 00:17 GMT
#120
On June 05 2010 07:04 crimsn wrote:
Use your brain... late game u can have hellions or banshees both are useful outside of harassment and reapers are so fragile i don't see them being used outside of harass. Maybe the upgrade should be increased range or something to make them actually useful after 20 food but w.e

This. I mean this guy is from North Korea, he knows what he's talking about.

In all honesty I think reapers are only useful for a small window in 1v1. However there are many uses for reapers in 2v2 or anything higher. The current reapers are just not made for 1v1 mid game.
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