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Hunter Reaper missile!

Forum Index > StarCraft 2 Strategy
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1 2 3 Next All
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2010-12-20 04:02:30
December 20 2010 04:00 GMT
#1
One of the more hilarious tools in the Terran disposal is the hunter seeker missile. For a painfully long duration, a unit gets chased by a slow moving high explosive. It deals a great 100 damage up front, and moderate damage that drops off pretty fast. The only downside is the risk of placing the Raven in range... or is it?

For the cost of one Reaper, you can direct a hunter seeker missile anywhere in the ability's huge range. Why reapers? Because they're cheap, they can jump cliffs to sneak anywhere, and have enough speed to stay comfortably ahead of the missile. It doesn't really matter if the unit dies, as the missile will still blow up its last location. So go take one of your convicts, launch a few hunter seeker's at it, and set him loose.

With reaper speed and durable materials, it is even possible to have the reaper come from one direction, and the missile from another. Talk about a one man pincer attack!

Unfortunately my micro isn't good enough to really show it off. If anyone can get a good replay of hunter reaper missiles, be sure to post it!
petzergling
Profile Blog Joined August 2008
538 Posts
December 20 2010 04:04 GMT
#2
u cant use it on enemy units because it will kill the reaper, and reapers take forever to build so you are murdering your barracks trying to be cute. dont think self hunter seeker targeting will ever be viable
Mod Edit: Don't bold your entire post
stolenpanda
Profile Joined November 2010
22 Posts
December 20 2010 04:05 GMT
#3
If you can run the reaper into their mineral line then you probably could have simply flown straight there with the Raven and used it on a worker... And you can't really use this on an army because they will just kill your reaper the instant it is in range and the missile will drop.
"Apologize for playing that race." - IdrA
uSnAmplified
Profile Joined October 2010
United States1029 Posts
December 20 2010 04:07 GMT
#4
HSM will never be viable as part of an actual build or composition, in its current state its only good for when you get cute and land it on a badly managed muta ball or something, its to easy to avoid to ever be a staple upgrade.
~
xJaCEx
Profile Joined August 2010
155 Posts
December 20 2010 04:13 GMT
#5
I thought about this and a viking is the best unit to use for this as its flying so it can go directly over a unit and fairly cheap however hsm is terrible so this wont work.
First blood is as good as anything.
bobucles
Profile Joined November 2010
410 Posts
December 20 2010 04:24 GMT
#6
they will just kill your reaper the instant it is in range and the missile will drop.
Not true. The missile will run in and explode where the unit died.
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
December 20 2010 04:29 GMT
#7
the reaper is very easily picked off.

A cloaked ghost or banshee however.. would be pretty hard to spot. Opportunity for some pimp play if you already opened cloak banshee, to use one as a HSM delivery tool while cloaked. It doesn't even kill the banshee.

Chance is however after such an opening your opponent will have detection by mineral lines and army.
bobucles
Profile Joined November 2010
410 Posts
December 20 2010 04:39 GMT
#8
Reapers are tougher to pick off than you give credit for. They can outrun most units with speed, and can take advantage of hiding on cliffs. Even if the reaper is picked off, the missile STILL LANDS.
allele
Profile Joined November 2010
United States25 Posts
December 20 2010 05:01 GMT
#9
On December 20 2010 13:39 bobucles wrote:
Reapers are tougher to pick off than you give credit for. They can outrun most units with speed, and can take advantage of hiding on cliffs. Even if the reaper is picked off, the missile STILL LANDS.



The missile lands where the reaper died. IE usually at range 5 or 6 away from the enemy units (reapers aren't tough). Just keeping the reaper alive isn't very useful if they die in the corner of a base.

This could be useful against speedlings as the might end up clustered around the reapers corpse. But then again they might (most likely will be) attack moved somewhere else and they will continue to run away after the reaper falls.
sti
Profile Joined May 2010
United Kingdom43 Posts
December 20 2010 05:05 GMT
#10
Man people are so negative. I'd guess that most people had no clue this even worked. So even if it isn't really viable it is still well worth knowing.
statikg
Profile Joined May 2010
Canada930 Posts
December 20 2010 05:11 GMT
#11
The problem is as people have maybe less then clearly been pointing out, is that since the reaper has 50 HP, it won't die close enough to the enemy units for this to be much use. Maybe it would work better with a hellion (faster and a bit tougher). But I would still be worried that they would know what is going on and run their army away becuase of how dam slow missile is. You would be investing alot of resources into the ravens and the upgrade for a very flakey strategy.
Cibron
Profile Joined March 2010
Sweden253 Posts
December 20 2010 09:14 GMT
#12
Nice idea if it actually did any real damage. HSM only good vs badly microed tightly clumped air units (read noob mutas). There have been lots of attempts to make this spell useful after the beta nerf, but it's simply worthless in its current state.

The other day I faced some dude in a custom game who used this on my tightly packed bioball. I didn't even try to dodge just to see what damage it did. I nearly fell of my chair laughing as it hurt ONE marauder who got instanly healed afterwards. This spell is epic rofl.

I seriously think it could be boosted to 200 damage without causing imbalance... Its soooo bad right now.
ZOMGY (¬O_o)¬ || BeastyQQ FTW!! ||
babyToSS
Profile Joined December 2009
233 Posts
December 20 2010 09:58 GMT
#13
One of the biggest problem with the HSM, apart from its range, is the retarded high energy cost. You need the Raven playing with its dick for quite some time, after the energy upgrade, to actually use the HSM. Mind you that this is after investing100/200 into the raven. Screw the HSM, its way better to build some banshees with the raven and put down two pdds. The only practical use of HSM is to get it after you are 200/200 against zerg and are massing a bunch of ravens.
babyToSS here! Can u go easy on me plzzz?
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
December 20 2010 10:07 GMT
#14
i use the HSM vs seig tanks of other terrans it#'s rather lolz
Live Fast Die Young :D
freetgy
Profile Joined November 2010
1720 Posts
December 20 2010 10:14 GMT
#15
seems like an interesting spell for eco harass.
and has more radius than Storm i.e. and deals way more damage instantly.

on maps with good cliffs i can see this beeing viable if you can retreat safely by air.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 20 2010 10:23 GMT
#16
Won a ladder game the other day by getting to seeker missiles off on a muta ball, when I was about to die. Raven had 20 kills when the second one hit. Was sickkkk. Game ended up mining out the almost the entire map, and at hte very end I had 0 minerals, 4 SCVs, 2 marauders, 2 vikings, 3 marines, 4 medivacs, and managed to float my CC to the last main in Meta. Stuck the marauders up front, he had ~35 zerglings and 3 banelings. He mined out all his gas. Was sick, he couldn't break the ramp because he had focused all on air upgrades and I had 3-3 marauders tanking all the dmg.

Anyways, I know that wasn't relevant whatsoever to seeker missile, but at that point I only had like 7 vikings and 10 marines vs his broodlords and mass muta ball .
roymarthyup
Profile Joined April 2010
1442 Posts
December 20 2010 10:27 GMT
#17
On December 20 2010 13:07 uSnAmplified wrote:
HSM will never be viable as part of an actual build or composition, in its current state its only good for when you get cute and land it on a badly managed muta ball or something, its to easy to avoid to ever be a staple upgrade.



HSM in its current state could be useful in TvT against sieged tanks. if you already have air superiority you launch a hunter seeker missile or 2 at sieged tanks and force them to unsiege and move in


Angra
Profile Blog Joined May 2009
United States2652 Posts
December 20 2010 10:40 GMT
#18
To me the worst part about the HSM is its atrociously small splash radius. Not to mention the splash isn't even the full 100 damage, it trails off really quickly outside of the initial unit it hits.
SlapMySalami
Profile Joined August 2010
United States1060 Posts
December 20 2010 11:07 GMT
#19
just went into a replay to try and show it off to you but the poster above me is right.. it has a super small blast radius and it doesnt follow TOOO far if you dont have durable materials
marineking will u huk my bigtt1 ilu
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 20 2010 11:08 GMT
#20
On December 20 2010 19:27 roymarthyup wrote:
Show nested quote +
On December 20 2010 13:07 uSnAmplified wrote:
HSM will never be viable as part of an actual build or composition, in its current state its only good for when you get cute and land it on a badly managed muta ball or something, its to easy to avoid to ever be a staple upgrade.



HSM in its current state could be useful in TvT against sieged tanks. if you already have air superiority you launch a hunter seeker missile or 2 at sieged tanks and force them to unsiege and move in




How would you force them to unsiege with seeker missile? An unsieged tank can't even outrun it, let alone the time it takes to unsiege. A single seeker missile won't even kill one. And if you're trying to maintain air superiority, you'd be most likely using it for PDD. If they forfeited air, still use PDD vs marauders. Or simply brace for an attack as they won't last long on tank/marine without vision ahead.
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