Do Reapers belong in SC2? - Page 4
Forum Index > Closed |
JAN0L
Poland207 Posts
| ||
OPSavioR
Sweden1465 Posts
| ||
morimacil
France921 Posts
On September 23 2010 21:21 psion wrote: Reapers aren't and weren't too strong, they're just broken. If they actually required any tech then they could be made more useful in mid and late game. Their original unit design is far too strong for T1, and instead of changing the design they just nerfed it to the point where it was useless past T1. So we're left with a gimped unit that doesn't really belong. Like roaches. I assume even more nerfs will be coming | ||
nepitolko
Slovakia32 Posts
Regarding that it is boring to see every game 5rax reaper or nearly every game... Hmm remeber how things are in BW TvP fast factory or crazy marine rush ZvZ zerling/muta PvZ fast forge expand Nearly every game had the same opening with small diferences and sometimes we had seen crazy openings. Nobody complain about it... Sentences that it is frustrating to play against it are silly. (another BW storry) You think thats it was funny to play as zerg against corsairs.... You think it was funny to play as terran against stop lurkers.... If a player is doing something that is hard to handle it is always frustrating to play against it but that doesnt mean it shouldnt be included in the game. Reapers are interesting unit and i hope that we will see more reapers in late game like in qxc game posted above. People will figure out how to use reapers in late game or completly abandon reapers and than there will be some intervention from bliz. Sorry for the bad eng.... not my firs language | ||
Snippa-
United States98 Posts
The only time I have seen a good use of reapers in the middle of a game that wasn't used for harassment was a single reaper on DQ going and destroying the rocks at the natural expansions for bases neither I nor my opponent started at, allowing my opponent to very sneakily take extra expansions. ...I should have been scouting more for that, but that is the best use of them aside from early harassment that I have seen. Perhaps they could sorta fill the role of the vulture? Drop mines down maybe? (This is actually what I thought they were supposed to do when I skimmed a tooltip for one of their abilities in the campaign) ...No I did not play beta, I never got an invite until the last week of beta, and said screw it, I'll just wait til the game comes out. Anyways... I think that could be the ideal solution for reapers, make them the new vulture, throw out some mines (...weaker mines than the vulture had though, considering the speed, damage done by the reaper, and its ability to jump up & down cliffs) | ||
psion
106 Posts
On September 23 2010 21:32 morimacil wrote: Like roaches. I assume even more nerfs will be coming No, they changed the unit design of the roach and they made it require tech to balance the gimmick. They just overcompensated, and now apparently they're too afraid to make any more balance changes. The gimmick of the reaper is very low tech and very powerful in the early game, so instead of tweaking the gimmick and requiring more tech, they just made the unit extremely weak. | ||
infinity2k9
United Kingdom2397 Posts
| ||
Jermstuddog
United States2231 Posts
Reapers are fine for StarCraft 2, but they should be in the Zerg army, not Terran. | ||
theSAiNT
United States726 Posts
It would be GREAT to incorporate fast moving, super high damage reapers against a Zerg midgame army of ling/baneling. It's just a question of microing them well. As people get better, they'll start doing this more. Reapers are a stupidly good unit all game long. | ||
deL
Australia5540 Posts
| ||
Shikyo
Finland33997 Posts
On September 23 2010 22:06 theSAiNT wrote: I think we will see more reapers incorporated into main armies. If you look at the DPS spreadsheet, reapers have higher dps on light units than stimmed marines or marauders. In fact, they are comparable in DPS to helions hitting THREE light units per shot and only beaten by upgraded helions hitting 3 units. Reapers do more DPS on light than one upgraded helion which doesn't get any splash. It would be GREAT to incorporate fast moving, super high damage reapers against a Zerg midgame army of ling/baneling. It's just a question of microing them well. As people get better, they'll start doing this more. Reapers are a stupidly good unit all game long. In theory sure, but they take stupidly long to build and cost too much gas. | ||
Unentschieden
Germany1471 Posts
Making them lategamevalid I´d say is an issue for the expansions. Stimpacks would simply extragate them, they would be even faster, damaging and fragile. I´d rather try the singleplayer range upgrade, which would help them not autolose instantly against anything that can touch them normally. | ||
QuanticHawk
United States32021 Posts
| ||
GreEny K
Germany7312 Posts
On September 23 2010 21:32 morimacil wrote: Like roaches. I assume even more nerfs will be coming Last I checked Roaches were still usefull. | ||
theSAiNT
United States726 Posts
On September 23 2010 22:14 Shikyo wrote: Reapers should get stimpack. I wonder what'd happen then? Those mines would help as well. I thought 5 seconds wouldn't matter but after trying Reapers, I was shocked by how long they took. I don't think they're worth it against anything now. In theory sure, but they take stupidly long to build and cost too much gas. We kind of saw it already. In 5 racks reapers, you're not meant to suicide all your reapers into speedlings/roaches. You're meant to harrass with them while building up a marauder force. Pushing out with marauders reinforced with your original reapers makes a super deadly force. | ||
Buhlbaid
Spain32 Posts
| ||
GreEny K
Germany7312 Posts
On September 23 2010 22:14 deL wrote: Replace them with medics. Omg, medics and medivacs... A terran unit would never die again. | ||
JustPlay
United States211 Posts
The first time they get used in a tournament finals in late game TvP to one shot every pylon the protoss has and then 8 shot their nexus for the price of 600 minerals/600 gas/12 supply will be when everyone starts to think this way. | ||
Shikyo
Finland33997 Posts
On September 23 2010 22:40 theSAiNT wrote: We kind of saw it already. In 5 racks reapers, you're not meant to suicide all your reapers into speedlings/roaches. You're meant to harrass with them while building up a marauder force. Pushing out with marauders reinforced with your original reapers makes a super deadly force. Yeah that's true, but that's because you crippled them already with the reapers. The reapers don't really do much in that attack tbh, most of the time they'll have almost purely roaches. My 10 Marauders are what make me win in those games, not the Reapers. I think that they're worthless in an actual mid-lategame army. The reapers in the push are just leftovers | ||
Fa1nT
United States3423 Posts
Reapers ONLY use is to piss off Zerg players in the first few minutes, then they are never used again. I guess you could use vs protoss for scouting, but like terran needs MORE scouting gimmicks. | ||
| ||