Do Reapers belong in SC2? - Page 5
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Kurumi
Poland6130 Posts
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QuanticHawk
United States32026 Posts
On September 23 2010 22:43 JustPlay wrote: Reapers are stupid. They have no place in starcraft. They are a highly mobile building and worker wrecking unit that completely destroys static defense and small numbers of any kind of unit. They also only cost 1 supply which is mind boggling. 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. You know, something tells me that if a nobody thought of this, the many expert terrans have already tried it and dismissed it. | ||
DreamSailor
Canada433 Posts
On September 23 2010 22:44 Fa1nT wrote: They belong in campaign only. 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. I may not be the highest ranking but recently I've been trying to use reapers more midgame. Against zerg, open reapers, transition to marine/marauder, then I scout hes going Hydralisks (I don't know why) so I start making more marines, hellions with blueflame, and what else could I make? Reapers. Hydras are so slow that you can easily hit 2 or 3 expos and return, they are also incredibly strong damage wise vs. Light. Reapers can outrun them on Creep (With the upgrade, which you'd get anyways if you're going reaper), its actually a pretty decent complement, since you already invested in the Nitropacks. It is incredibly good especially against a far away expo, or even his main once he's mined it out (Snipe some buildings, like spawning pools) You just need about 6, same as if you were gonna be rushing reapers. Obviously if you're under extreme pressure or he goes Roach or something you'll have to adjust. | ||
Bungle
Canada59 Posts
At least this would give the option to allow zerg and protoss to get static D to deal with them, as it is right now they blow up sunkens and cannons far too quickly. If i'm investing money in static D, I don't want a group of units that mobile to be able to blow it up in 2 seconds. | ||
Shikyo
Finland33997 Posts
On September 23 2010 22:51 Hawk wrote: You know, something tells me that if a nobody thought of this, the many expert terrans have already tried it and dismissed it. Yeah they have, and since Marauders with stim have higher DPS vs buildings and much lower buildtime, well yeah... Reapers really have no place outside the earlygame | ||
Sueco
Sweden283 Posts
On September 23 2010 22:44 Kurumi wrote: Reapers belong in SC2. Just wrong race has them. Believe me,some kind of changed Reaper in Zerg's arsenal would be pretty good idea,bypassing wall-off on early stages of the game is the thing every Zerg dreams about Oh god I never thought about this. You are absolutely right. As the only race that is denied a wall-off, of course Zerg should have gotten the early game cliff-jumper. Oh god my day is ruined. | ||
DTown
United States428 Posts
On September 23 2010 23:06 Sueco wrote: Oh god I never thought about this. You are absolutely right. As the only race that is denied a wall-off, of course Zerg should have gotten the early game cliff-jumper. Oh god my day is ruined. Yea, that really was not well thought out at all by Browder & Co. I think the gameplay would be a lot more interesting if it was designed with this kind of logic. Too bad, it's a bloody shame. On the other hand, given the mess we've inherited from them, I think they should take a page out of their zerg-nerf playbook and make reapers 2 supply. This would still make them viable early game, but make them a little more tedious to mass on 5 rax by essentially adding 25minerals worth of supply depot to each reaper. | ||
theSAiNT
United States726 Posts
On September 23 2010 22:43 Shikyo wrote: 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 As a Z player, I assure you the reapers are not useless in that army. I typically make 5 or so roaches to shut down the harrass and then start making lings when I scout an incoming marauder push because roaches are useless against them. Microed reapers behind the marauder ball make the difference between me crushing the push or being crushed. | ||
JustPlay
United States211 Posts
On September 23 2010 22:51 Hawk wrote: Apparently qxc did it in the recent iccup tournament. You know, something tells me that if a nobody thought of this, the many expert terrans have already tried it and dismissed it. On marauders, marauders cost more and aren't as mobile. They are made instead because they are a better unit in your army. Reapers do sort of become obsolete once they have blink stalkers. | ||
rick-dmg
Canada36 Posts
However, IF they were set on changing the reaper... it seems like it could be strengthened and then just up the cost and/or build time appropriately. Right now it is a cheap scout (since nerf), but could be made into a stronger harass unit as long as the price follows suite (so it doesn't crush Zerg early game). IMO, you really can't make it any more useful without first upping its cost/time. | ||
ch4ppi
Germany802 Posts
I suggested a while ago, that Reapers have to be BETTER against buildings, but not without an midgame upgrade. Those trowable D8 charges would be a great addition and make them viable later on while they wouldnt be so hard in early (without that d8) | ||
Cyclon
United States99 Posts
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