View Full Version : Reapers Need…Something…
(There is a copy of this thread in the feedback forums, so please feel free to post your feelings there so blizzard will see)
Ah, yes. The Terran reaper, I’m sure we all remember these little nasties :) But just in case…
When the game first came out, everyone was crying out at reapers being OP. And for what it’s worth, this may have been true. I say ‘may’, when referring to this topic because the game was new and people were still learning how to use/defend against them properly (and learning the races as a whole). I personally believe that they shoulda been left alone a bit longer and the strategies develop a bit more, but that’s off topic :)
Near the end of original beta (right before patch 1), reapers were no longer the giant threat everyone had originally made them out to be. Most players had discovered that they could be defended rather easily (since they are very squishy) with just a little effort put into defending oneself (usually in the form of tier 1.5 or 2 units). We really didn’t see reapers to much anymore because if the rush failed, you were set way back and it was very difficult (if even possible) to recovery for lost time and resources.
Since the nerf to reapers, I have seen them used only once ever again (unsurprisingly to not much success). It’s been a long time since that nerf, and players seem to have discarded them completely because they feel rather useless, and I tend to agree. They can’t hold their own in combat vs. anything other than non-upgraded zerglings or zealots (yay kiting!). It’s really not viable, nor really a rush anymore, to pump out reapers, and beyond that, they really don’t do too much. I do understand their role wasn’t supposed to be a primary combatant in the big fights, and that they were designed to be a base raider / harasser, but it just doesn’t seem worth it to bother with them.
I am not asking blizzard to reverse the nerf, because even before the nerf, players pretty much had it figured out how to deal with them with very minimal damage done. What I am asking is that blizzard takes another look at them. They are a very interesting and fun unit to use with their jump pack ability, and I would love to see them used again in one role or another.
What do the rest of you guys think?
For clarity’s sake, I am currently in the gold division (although I played a whole lot in silver and a little in copper)
Mikeyy
03-18-2010, 05:30 PM
I think you are right, I used to reaper rush on and off. and you where spot on about the Risk vs Reward of it.
But since that nerf, I havent even tried to touch them, I've only seen 1 other person try it on me since then, and he got pummeled.
Adamu
03-18-2010, 05:31 PM
The only time they seem to be useful is when nothing is attacking them and you're using them to harass your opponents miners or destroying unguarded buildings. It seems strange to have a unit that is only good when the enemy essentially forgets they are there.
I wasn't in beta to see what they were originally, but right now they have a very narrow use.
Tehschoolbus
03-18-2010, 05:32 PM
The thing I'd like to know is just how effective they are combined with marauders. After all, they deal +10 damage (+5 x 2) to light. So that's 18 to start, which one-shots lings. If you could get a large mass of reapers and marauders going you could burn through all their units and buildings easily. The trouble is keeping them from killing your reapers and keeping them from getting air.
Must try this tonight....
Nevermore
03-18-2010, 05:33 PM
The thing I'd like to know is just how effective they are combined with marauders. After all, they deal +10 damage (+5 x 2) to light. So that's 18 to start, which one-shots lings. If you could get a large mass of reapers and marauders going you could burn through all their units and buildings easily. The trouble is keeping them from killing your reapers and keeping them from getting air.
Must try this tonight....
That sounds like a very gas heavy build. But then i dont play Terran so...
Deviant
03-18-2010, 05:34 PM
The thing I'd like to know is just how effective they are combined with marauders. After all, they deal +10 damage (+5 x 2) to light. So that's 18 to start, which one-shots lings. If you could get a large mass of reapers and marauders going you could burn through all their units and buildings easily. The trouble is keeping them from killing your reapers and keeping them from getting air.
Must try this tonight....
I've had this done to me before when I was playing zerg. Frustrating as hell to get some combination in to kill them. In the end I was stomped before I got enough muta's to matter. /sigh
Joneleth
03-18-2010, 05:35 PM
Didn't they use to have some really cool detonation-charges ability.. at least in the original demo
Didn't they use to have some really cool detonation-charges ability.. at least in the original demo
Still do. Their attack against buildings is a little bit slower and does 30 damage.
Stasis
03-18-2010, 05:37 PM
I find Reapers still viable in mid-game by keeping a group of 8 to 10 of them around. Never use them for straight combat, just keep an eye out for any opening to harrass your opponent's base(s). At the first sign of danger, jet out.
Thander
03-18-2010, 05:38 PM
They are still good for expansion harassment, but not as easy as before. People have better scouting and base building these days (like building pylons/supply depots around the base or overlords). Also it depends on the map. Some maps have a lot of open space or holes where even reapers can't go, forcing you to go near the base choke point. I have still lost a fair number of drones and hatcheries to them, just not the ones in my main base.
If you are playing Kulas Ravine and your opponent is in either of the bases at the top side of the map, you can position reapers on the cliffs to the south of the base and kill the lower positioned gas harvester with 0 risk. The only way the reapers can get killed in this situation is if he's already killed the rocks blocking the ramp. This is a really annoying early game harass. Kind of a broken map IMO, they should move the vespene to a different spot.
Silent
03-18-2010, 05:40 PM
I think it partially has to do with peoples' strategies: Reapers can still be effective, but they require a little planning and a lot more microing than other strats. For example, you could dish out the damage with them and force your opponent to make cannons or other defensive structures (or even play a little defensively in fear of being crippled by a Reaper hit) OR you could go M&Ms, which has proven to be a strong and effective army as of late, that can simply Attack-Move to a location.
Between the choice of going Reapers or M&Ms, it seems the latter is just a more safe and efficient choice.
I will admit, however, that since the nerf no Terran player I've faced even seems to make a single Reaper. I don't think they need to be un-nerfed, but rather the effectiveness of M&Ms needs to be looked.
Comtrav
03-18-2010, 05:41 PM
(There is a copy of this thread in the feedback forums)
Ah, yes. The Terran reaper, I’m sure we all remember these little nasties :) But just in case…
Am I the only one who thinks of ME2 when Reapers come up?
http://www.youtube.com/watch?v=Z7Oc-pstqpc
The trouble with the Reaper is Terran has so many good harassment options.
It's quite a gamble to go Reapers early on after the nerfs. I actually feel like I can get a Hellion harass going almost as quickly, for less gas, and while still producing Marines.
And they're not a good harassment option late in the game because you have Viking, Medivac, Banshee, etc. All of which do MORE then harass.
Someone asked about Marauder/Reaper. The problem with this combination is it's very gas intensive and will make teching difficult.
It's a pity, using the jump packs was fun.
Newcomplex
03-18-2010, 05:42 PM
I use them every PvT, and I have like a 80% winrate against them (15% of that is my normal 50% winrate on maps where it doesnt work, 5% is messing up reapermicro), silver league 1v1.
I fastgas and use a barracks+supply+a single SCV to block ramps. Its a really slow econ build, so your reapers have to do something. I get reapers mad fast, at ~2 min or so, and send my first reaper going while I just hotkey command center and maybe expand and build SCV's and MULE.
I keep reapers coming while I build a reactor rax. At three or four, I switch to standard MM and tech. Three or fours all you need.
I just use reapers to run away from zealots and kill workers. At two I got for pylons. Generally, they can't do !@*% about this with zealots. Its mad micro intensive, and I sometimes get a lot of cash piling up, but its not a big deal, just keep MULE up and you can burn through the extra minerals in seconds with reactor raxes.
A cool tactic is to kite zealots and stalkers down their ramp and along a wall. Then, jump and and dash for their mineral lines while their still catching up to you. Unless they build photon cannons, its guaranteed loss for them.
I just micro my three four reapers until I have like 12 worker kills and several pylons down if they don't build canons. You need 2+ stalkers to shut me down, and I can cause crazy damage by then. They'll usually charge me and I'll have like ~1k mins and two reactor raxes and a tech rax, with 12 or so spare units. By the time they get here, I can get my minerals spent, and their measly force doesn't stand a chance. Just push with MM for GG.
Otherwise, the smart ones make photons. Even then, It takes at least three to shut down my reaper micro, and at that point, they've had to spend 600 minerals on early forge+canons. I just park my reapers on xel'naga's, and expand. Their econs damaged enough that its ez to hold with rines and raunders. With massive econ advantage, I usually get medivacs and 40 or so units by the time they got their robo bay up and are trying to make collosus's. Ez win again.
Yeah their kinda %!%*ing useless against zerg and especially other terran.
Zaphrous
03-18-2010, 05:43 PM
They seem decent on paper. But are very micro intensive. For myself watching my economy plus microing main force is enough, with marauder snare + kiting/chasing. My economy can suffer a bit as is. Adding in more micro via reapers is not really an option for me.
That said i could see their ability to harass with 2+ of them quite useful if you can pull off main army micro + reaper + econ. IE they may be a decent pro unit, but too micro heavy for an average player like myself.
The only time they seem to be useful is when nothing is attacking them and you're using them to harass your opponents miners or destroying unguarded buildings. It seems strange to have a unit that is only good when the enemy essentially forgets they are there.
I wasn't in beta to see what they were originally, but right now they have a very narrow use.
Ya, this is one of my points. They are only effective against workers, or non-upgraded tier one melee units. Anything else and they dont have a prayer. They are a unit thats only good when you take your opponent by surprise. (but really any unit is good when you take your opponent by surprise, so...)
They seem decent on paper. But are very micro intensive. For myself watching my economy plus microing main force is enough, with marauder snare + kiting/chasing. My economy can suffer a bit as is. Adding in more micro via reapers is not really an option for me.
That said i could see their ability to harass with 2+ of them quite useful if you can pull off main army micro + reaper + econ. IE they may be a decent pro unit, but too micro heavy for an average player like myself.
I agree. Reapers require alot of attention to harass with them, and in the meantime, your economy and unit production will begin to suffer.
Usually you dont get to micro them at all if the opponent has any non tier 1 unit defending his base as they are completely incapable of standing up against anything else :(
Tehschoolbus
03-18-2010, 05:45 PM
That sounds like a very gas heavy build. But then i dont play Terran so...
I'm gonna try going 3 racks against some friends. Try a reactor and 2 tech labs, one tech pumping marauders the other pumping reapers and see if i can push the sheilds upgrade in there as well. I figure stims are more useful for marauders early stage for sniping buildings so maybe if i add in reapers instead i'll be able to tear through zealots/lings with the reapers/marines and then their stalkers/roaches with the marauders. Marines can soak up some mineral usage and an expansion or two wouldn't hurt either.... it's just all about maintaining strength since reapers are so likely to die...
OOh the evolution of M&M.... MMR *dun dun dunnnn*
I'm gonna try going 3 racks against some friends. Try a reactor and 2 tech labs, one tech pumping marauders the other pumping reapers and see if i can push the sheilds upgrade in there as well. I figure stims are more useful for marauders early stage for sniping buildings so maybe if i add in reapers instead i'll be able to tear through zealots/lings with the reapers/marines and then their stalkers/roaches with the marauders. Marines can soak up some mineral usage and an expansion or two wouldn't hurt either.... it's just all about maintaining strength since reapers are so likely to die...
OOh the evolution of M&M.... MMR *dun dun dunnnn*
It pretty much makes it impossible to tech while building this. The other problem is that the reapers have much shorter range than marauders, and slightly shorther than marines. So they end up being in the front line anyways at which point they dont even need to be focus fired... they just start dying. :(
Draemos
03-18-2010, 05:47 PM
They are still good for expansion harassment, but not as easy as before. People have better scouting and base building these days (like building pylons/supply depots around the base or overlords). Also it depends on the map. Some maps have a lot of open space or holes where even reapers can't go, forcing you to go near the base choke point. I have still lost a fair number of drones and hatcheries to them, just not the ones in my main base.
The thing is that Banshee's/Vikings/Hellions are all just as good for expansion harrassment. Banshee's and Vikings are infinitely more useful overall, and Hellions don't cost gas. Plus, your not wasting production time in your Rax when you'd could be building Marauders.
Reapers are subpar at their only real function compared to other units after early-mid game. The only thing that had going for them was that early game rush, and its nonexistent now.
Mdzealot
03-18-2010, 05:48 PM
Give reapers some kind of spider mine. Make them the new vultures.
The thing is that Banshee's/Vikings/Hellions are all just as good for expansion harrassment. Banshee's and Vikings are infinitely more useful overall, and Hellions don't cost gas. Plus, your not wasting production time in your Rax when you'd could be building Marauders.
Reapers are subpar at their only real function compared to other units after early-mid game. The only thing that had going for them was that early game rush, and its nonexistent now.
Exactly everything im trying to drive home. There are simply better, more flexible, better late game options that synergize with the rest of the army better.
Give reapers some kind of spider mine. Make them the new vultures.
Gotta be honest, i kinda lol'd irl, but at least its an idea (although i do think it would be cool). I'm more than willing to see reapers evolve into a new role that would make them viable again.
Plz halp blizz we miss our jet/stim pack junkies :)
Lghtningwolf
03-18-2010, 05:50 PM
I have seen Reapers used effectively, quite abit actually, me and my bud whos having issues now with 2 v 2 ranked crashing him every time, won 4 games in a row doing lin / reaper base rush early on. we would have been gold or plat ranked from the begining possibly if he didnt start crashing at 6 games in, making us lost 4 games automatically.
I have seen Reapers used effectively, quite abit actually, me and my bud whos having issues now with 2 v 2 ranked crashing him every time, won 4 games in a row doing lin / reaper base rush early on. we would have been gold or plat ranked from the begining possibly if he didnt start crashing at 6 games in, making us lost 4 games automatically.
2v2 is a whole different animal. I too have seem them used pretty well in 2v2, but in 1v1 it really isnt an option. Anytime another terran player has thrown reapers at me it was pretty much an invitation to win, since he was behind me with his economy and i had like just a few marauders/marines defending.
Lghtningwolf
03-18-2010, 05:52 PM
2v2 is a whole different animal. I too have seem them used pretty well in 2v2, but in 1v1 it really isnt an option. Anytime another terran player has thrown reapers at me it was pretty much an invitation to win, since he was behind me with his economy and i had like just a few marauders/marines defending.
as clarified before, Reapers are deadly when used with another unit, for my 2 v 2 group it was lings. its harder to pull off in a 1 v 1 enviroment since you need to build both the reapers and another unit to make reapers effective. though I bet games that last long enough to make a larger "distraction" force while your reapers come in and econ @#%# your opponent would work out nicely
as clarified before, Reapers are deadly when used with another unit, for my 2 v 2 group it was lings. its harder to pull off in a 1 v 1 enviroment since you need to build both the reapers and another unit to make reapers effective. though I bet games that last long enough to make a larger "distraction" force while your reapers come in and econ @#%# your opponent would work out nicely
Highlighting the important part of this statement :)
Terran doesnt have a unit that makes a good meat shield for reapers. Reaper have the shortest range for terran units. Its much shorter range than marauders, and a bit shorter than marines. So they end up being in the front line anyways at which point they dont even need to be focus fired... they just start dying. :(
Or the other senario occurs, and they are not able to get close enough to engage in combat anyways, and are left standing alone, in which case, they again die :(
Mdzealot
03-18-2010, 05:54 PM
Exactly everything im trying to drive home. There are simply better, more flexible, better late game options that synergize with the rest of the army better.
Gotta be honest, i kinda lol'd irl, but at least its an idea (although i do think it would be cool). I'm more than willing to see reapers evolve into a new role that would make them viable again.
Plz halp blizz we miss our jet/stim pack junkies :)
I don't think its too imba. I don't play as terran, but even I know Reapers are only viable as a gimmick/one trick surprise. Past that, all it takes is a ranged unit to take them out. They are a unit that could be microed very well due to their speed/terrain jumping abilities, so giving them another ability allowing them to micro even more would be awesome.
They aren't much different from the vulture ;D
Ktvindicare
03-18-2010, 05:55 PM
Try raiding with them, while attacking with marauders and marines in the front.
Reapers are gold for a few things, killing pylons, killing workers and killing zealots (way better than marines.)
Try raiding with them, while attacking with marauders and marines in the front.
Reapers are gold for a few things, killing pylons, killing workers and killing zealots (way better than marines.)
But that is such a small niche to have. Only being able to harass the economy and destroy buildings (all which is only accomplished if they are left unmolested) is not a very viable role. And as other players have mentioned, there are just simply better choices.
Poolatka
03-18-2010, 05:57 PM
Give reapers some kind of spider mine. Make them the new vultures.
HAHA! i just scrolled down to suggest this... YES!
HAHA! i just scrolled down to suggest this... YES!
More constructive posts plz =P
Harshyo
03-18-2010, 05:59 PM
Try raiding with them, while attacking with marauders and marines in the front.
Reapers are gold for a few things, killing pylons, killing workers and killing zealots (way better than marines.)
The discussion shouldn't be about if they're good at certain things, since they obviously are. A group of 5 Reapers will destroy a pylon in 3 hits, which is damn good if you have your opponent distracted. The biggest problem isn't that they aren't useful, but at what cost their usefulness is. 50 minerals/50 gas. 50 gas. That's 250 gas early game just used to harass your opponents base. Not to mention you have to keep the opponent busy while harassing, and you can't actually "stand and fight" but live to fight another day or it'd be pointless to split your army up. Marauders may be twice as much minerals but they're half the gas, and with MOLEs and obviously mineral to gas for most players, the bottom line is 50 gas for an early unit and a very situational one is way too much to much to spend.
If you decide to fast expand or have a surplus of gas, by all means grab a group of reapers and harass the *#@@ out of your opponent. Realistically though, for what they do and the price they are it isn't worth it in normal gameplay. They have a very small niche, and even worse if you scream "but *@%@ light units!" hellions do that better.
Darkenon
03-18-2010, 06:00 PM
Just now someone reaper rushed me and killed all my SCVs, in that time I landed 12 marines, 2 tanks, and a few hellions in his base, by the time my svcs were dead his base was gone.
I think reapers have maybe 2 purposes
scout - maintain hard-to-reach watchtower control, kill proxy pylons
Harass - nip expansions in out of the way places
If i have the resources I might make a small group of these to eat up APM between major battles, or to goad an encounter, but they arent a viable rushing unit anymore and it has almost nothing to do with the nerf.
Reaper
03-18-2010, 06:01 PM
Whack 5 seconds off the +10 second build time nerf. Tada, viable unit.
Baked
03-18-2010, 06:02 PM
has any1 tried making 10 or so and setting them off to the side, as say your force heads in thru the ramp... or the beginings of a new expo, distracting oponents army just to send the reapers in the back door to destroy the tech tree he took so long to build?
Ah, yes. The Terran reaper, I’m sure we all remember these little nasties :) But just in case…
When the game first came out, everyone was crying out at reapers being OP. And for what it’s worth, this may have been true. I say ‘may’, when referring to this topic because the game was new and people were still learning how to use/defend against them properly (and learning the races as a whole). I personally believe that they shoulda been left alone a bit longer and the strategies develop a bit more, but that’s off topic :)
Near the end of original beta (right before patch 1),...
The end of the original beta? You make it sound like it was years ago. That was like 2 weeks ago >.> Not much has changed since then.
Whack 5 seconds off the +10 second build time nerf. Tada, viable unit.
I think they are going to need a little bit more than that. Even before they were nerfed at all, reapers werent much of a threat anymore because everyone had learned how to counter them very easily.
has any1 tried making 10 or so and setting them off to the side, as say your force heads in thru the ramp... or the beginings of a new expo, distracting oponents army just to send the reapers in the back door to destroy the tech tree he took so long to build?
Yes, I and many other have tried this strategy, and while thier workers may die as a result of this (if the game even makes it this far), all the time and resource you have poured into them has left your army horrendously weak, and his force is simply going to roll you. You may have killed his mineral line, but he still won the game.
The end of the original beta? You make it sound like it was years ago. That was like 2 weeks ago >.> Not much has changed since then.
Lol, it does feel like it has been alot longer than a few weeks, but thats besides the point. I was merely presenting the argument that they only seemed op when people first encountered them and had to figure out how to stop them. Once they did however, reapers were hardly ever a threat. (This is all pre-nerf)
Argonanth
03-18-2010, 06:05 PM
back when they were "OP" I still didn't have a problem with them... I would scout his reapers as they moved across the map and then simply move half my army to the wall that he could jump up... he jumps up and loses basically all the reapers as they melted against anything...
back when they were "OP" I still didn't have a problem with them... I would scout his reapers as they moved across the map and then simply move half my army to the wall that he could jump up... he jumps up and loses basically all the reapers as they melted against anything...
This pretty much was the case for all players who used reapers before the nerf. It was just so easy/predictiable to see it coming. Also, it was sooo easy to stop it. You only need just a handful of units to kill like a group of 4-8 reapers and then its gg for you.
Yoichi
03-18-2010, 06:07 PM
perhaps having a choice of changing the reapers AI would help keep harrassing not so mirco-intense...
say 2 different modes to activate where one mode is normal where it attacks what attacks it if not directed to focus fire on something, and another mode which causes them to flee to a predetermined location.
Ikemx
03-18-2010, 06:08 PM
Maybe shorten their build time. I would use them if that was the case.
Maybe shorten their build time. I would use them if that was the case.
Defiantly feel that in their current state, their build time at the very least needs to be a bit shorter. I think they need more than a simple build time buff to make them viable again. But at least it would be a start :)
Zakaria
03-18-2010, 06:10 PM
(There is a copy of this thread in the feedback forums, so please feel free to post your feelings there so blizzard will see)
Ah, yes. The Terran reaper, I’m sure we all remember these little nasties :) But just in case…
When the game first came out, everyone was crying out at reapers being OP. And for what it’s worth, this may have been true. I say ‘may’, when referring to this topic because the game was new and people were still learning how to use/defend against them properly (and learning the races as a whole). I personally believe that they shoulda been left alone a bit longer and the strategies develop a bit more, but that’s off topic :)
Near the end of original beta (right before patch 1), reapers were no longer the giant threat everyone had originally made them out to be. Most players had discovered that they could be defended rather easily (since they are very squishy) with just a little effort put into defending oneself (usually in the form of tier 1.5 or 2 units). We really didn’t see reapers to much anymore because if the rush failed, you were set way back and it was very difficult (if even possible) to recovery for lost time and resources.
Since the nerf to reapers, I have seen them used only once ever again (unsurprisingly to not much success). It’s been a long time since that nerf, and players seem to have discarded them completely because they feel rather useless, and I tend to agree. They can’t hold their own in combat vs. anything other than non-upgraded zerglings or zealots (yay kiting!). It’s really not viable, nor really a rush anymore, to pump out reapers, and beyond that, they really don’t do too much. I do understand their role wasn’t supposed to be a primary combatant in the big fights, and that they were designed to be a base raider / harasser, but it just doesn’t seem worth it to bother with them.
I am not asking blizzard to reverse the nerf, because even before the nerf, players pretty much had it figured out how to deal with them with very minimal damage done. What I am asking is that blizzard takes another look at them. They are a very interesting and fun unit to use with their jump pack ability, and I would love to see them used again in one role or another.
What do the rest of you guys think?
For clarity’s sake, I am currently in the gold division (although I played a whole lot in silver and a little in copper)
I use them successfully in almost every game. The thing is, now, after the nerf, you have to know when to go reapers and at what point should you enter the enemy base. Before the nerf you pretty much rushed them and went directly to the enemy base. This doesn't work anymore. Plus, repaers are great scouts. The meta game of reapers changed after the nerf imo but they are still very powerful if used in the right way at the right time.
Kelyveo
03-18-2010, 06:11 PM
Check it in feedback - General posts get forgotten too quickly anyway
http://forums.battle.net/thread.html?forumId=25352526&sid=5000&topicId=23425709850&pageNo=3
I use them successfully in almost every game. The thing is, now, after the nerf, you have to know when to go reapers and at what point should you enter the enemy base. Before the nerf you pretty much rushed them and went directly to the enemy base. This doesn't work anymore. Plus, repaers are great scouts. The meta game of reapers changed after the nerf imo but they are still very powerful if used in the right way at the right time.
Some replays would be great documenting you success with reapers. Furthermore, additional info as to what race you are playing against and your division would also be greatly appreciated. Not calling you a liar, im just saying im not seeing these results at all. Neither is anyone else from what i can tell so far.
Frozen
03-18-2010, 06:13 PM
(There is a copy of this thread in the feedback forums, so please feel free to post your feelings there so blizzard will see)
Ah, yes. The Terran reaper, I’m sure we all remember these little nasties :) But just in case…
When the game first came out, everyone was crying out at reapers being OP. And for what it’s worth, this may have been true. I say ‘may’, when referring to this topic because the game was new and people were still learning how to use/defend against them properly (and learning the races as a whole). I personally believe that they shoulda been left alone a bit longer and the strategies develop a bit more, but that’s off topic :)
Near the end of original beta (right before patch 1), reapers were no longer the giant threat everyone had originally made them out to be. Most players had discovered that they could be defended rather easily (since they are very squishy) with just a little effort put into defending oneself (usually in the form of tier 1.5 or 2 units). We really didn’t see reapers to much anymore because if the rush failed, you were set way back and it was very difficult (if even possible) to recovery for lost time and resources.
Since the nerf to reapers, I have seen them used only once ever again (unsurprisingly to not much success). It’s been a long time since that nerf, and players seem to have discarded them completely because they feel rather useless, and I tend to agree. They can’t hold their own in combat vs. anything other than non-upgraded zerglings or zealots (yay kiting!). It’s really not viable, nor really a rush anymore, to pump out reapers, and beyond that, they really don’t do too much. I do understand their role wasn’t supposed to be a primary combatant in the big fights, and that they were designed to be a base raider / harasser, but it just doesn’t seem worth it to bother with them.
I am not asking blizzard to reverse the nerf, because even before the nerf, players pretty much had it figured out how to deal with them with very minimal damage done. What I am asking is that blizzard takes another look at them. They are a very interesting and fun unit to use with their jump pack ability, and I would love to see them used again in one role or another.
What do the rest of you guys think?
For clarity’s sake, I am currently in the gold division (although I played a whole lot in silver and a little in copper)
Building 1-2 reapers is part of my standard build for terrans. Terrans have harassment easy. Reapers early on can jump cliffs into mineral lines... Midgame, Helions can outrun anything else in the game and get in to do the same. Late game, You can drop 8 hellions or a MM force into mineral lines. End Game, Ravens can drop Turrets into mineral lines with little risk to forces. And through it all I keep 2 reapers in play just to scout.
And to all the people QQing on Build time, it was nerf'd because they were too easily gotten. If any adjustment to Reapers were to be added, a support spell would be nice since they don't fit into regular armies easily... being extra squishy and shorter range than marines.
Jwray
03-18-2010, 06:14 PM
It depends a lot on the map's terrain, but on desert oasis for instance It's still worth building 1 of them for scouting over impassable terrain and checking out the back of your enemy's base (and possibly killing a couple probes before they react). They can't tell you're going to get it by scouting -- since marauders are pretty standard the tech lab doesn't imply it. It'll force your enemy to move forces towards the back of his base, or divide his forces, making a frontal assault a bit easier. It pretty much forces a toss opponent to go straight for cyber core and vespene instead of additional gateways, or risk being economically screwed by a reaper.
Halfwingseen
03-18-2010, 06:15 PM
if they could attach a timebomb in melee range that blows up after 3 seconds i think they would be very good units to support an army with. good way to take out high HP targets and structures. also zerglings and marines when massed with the aoe burst. it would be balanced by the fact that they are very mobile but squishy. you could use them as little ambushers in support of the main army.
It depends a lot on the map's terrain, but on desert oasis for instance It's still worth building 1 of them for scouting over impassable terrain and checking out the back of your enemy's base (and possibly killing a couple probes before they react). They can't tell you're going to get it by scouting -- since marauders are pretty standard the tech lab doesn't imply it. It'll force your enemy to move forces towards the back of his base, or divide his forces, making a frontal assault a bit easier. It pretty much forces a toss opponent to go straight for cyber core and vespene instead of additional gateways, or risk being economically screwed by a reaper.
If all you can do is build 1 to jump a cliff to scout, then they defiantly need a little loving. Not saying they gotta be big damage dealing brawlers... but they gotta do a little more than that to be viable =\
how about make it so they use their jet packs to lift off for a few secs, and actually turn into a flying unit (unable to attack) for escaping purposes
how about make it so they use their jet packs to lift off for a few secs, and actually turn into a flying unit (unable to attack) for escaping purposes
I believe i can fly! =D
Xterminator
03-18-2010, 06:19 PM
Drop reapers gas cost from 50 to 25
problem solved
Drop reapers gas cost from 50 to 25
problem solved
Alot of people seem to be saying that. Again, i dont think the solution is that simple as the inherent problem seems to go beyond build time and resource cost (altho this buff would still help some).
revenge
03-18-2010, 06:21 PM
(There is a copy of this thread in the feedback forums, so please feel free to post your feelings there so blizzard will see)
Ah, yes. The Terran reaper, I’m sure we all remember these little nasties :) But just in case…
When the game first came out, everyone was crying out at reapers being OP. And for what it’s worth, this may have been true. I say ‘may’, when referring to this topic because the game was new and people were still learning how to use/defend against them properly (and learning the races as a whole). I personally believe that they shoulda been left alone a bit longer and the strategies develop a bit more, but that’s off topic :)
Near the end of original beta (right before patch 1), reapers were no longer the giant threat everyone had originally made them out to be. Most players had discovered that they could be defended rather easily (since they are very squishy) with just a little effort put into defending oneself (usually in the form of tier 1.5 or 2 units). We really didn’t see reapers to much anymore because if the rush failed, you were set way back and it was very difficult (if even possible) to recovery for lost time and resources.
Since the nerf to reapers, I have seen them used only once ever again (unsurprisingly to not much success). It’s been a long time since that nerf, and players seem to have discarded them completely because they feel rather useless, and I tend to agree. They can’t hold their own in combat vs. anything other than non-upgraded zerglings or zealots (yay kiting!). It’s really not viable, nor really a rush anymore, to pump out reapers, and beyond that, they really don’t do too much. I do understand their role wasn’t supposed to be a primary combatant in the big fights, and that they were designed to be a base raider / harasser, but it just doesn’t seem worth it to bother with them.
I am not asking blizzard to reverse the nerf, because even before the nerf, players pretty much had it figured out how to deal with them with very minimal damage done. What I am asking is that blizzard takes another look at them. They are a very interesting and fun unit to use with their jump pack ability, and I would love to see them used again in one role or another.
What do the rest of you guys think?
For clarity’s sake, I am currently in the gold division (although I played a whole lot in silver and a little in copper)
double his health and reduce his speed. too fast for that tier, it requires you to have defense at your choke and your mineral lines early on, which kills your teching.
paradox
03-18-2010, 06:22 PM
honestly put like 4 or 5 of them into a fleshball when you go to attack someones base and it will just make it that much easier. they would work wonders as mere support
Crayon
03-18-2010, 06:23 PM
The only time i ever use reapers is for scouts, for getting to high places without having to destroy rocks and for getting up into the enemies base to take a peak. I build 1 reaper per game and micro manage him so he doesnt die, hes a very useful scout until the enemy team gets turrets/cannons/sunkens
honestly put like 4 or 5 of them into a fleshball when you go to attack someones base and it will just make it that much easier. they would work wonders as mere support
I have tried this strategy myself, and the outcome is that the move to the front of the flesh ball due to having the shortest range, and get killed right off anyways :(
I've been using them and had them used against me to great success, when not playing terran. Start a diversion attack in front while their attention is drawn jet some reapers in and trash their eco. Normally I get a good number of their SCV/Probes/drones, and do a nice chunk of damage to their nexus/CC/Hatcheries at times destroying them.
All in all I think they are still a very strong unit, and I've found against protoss they are damn near OP as early game there is very little they can do to catch/kill a reaper with the speed boost upgrade.
Conscience
03-18-2010, 06:26 PM
i only use them in 1v1. the times i've tried to get them out in 2v2 i was rushed before they could do anything good.
i build 4 of them tops and make it my mission to kill atleast 4 workers for them to be worth while. especially against protoss because they 1 shot them in 4 packs and they kite zealots pretty damn well.
Otiveht
03-18-2010, 06:27 PM
The thing I'd like to know is just how effective they are combined with marauders. After all, they deal +10 damage (+5 x 2) to light. So that's 18 to start, which one-shots lings. If you could get a large mass of reapers and marauders going you could burn through all their units and buildings easily. The trouble is keeping them from killing your reapers and keeping them from getting air.
Must try this tonight....
If you dont get scouted by the other team, im sure you could do this rush once. But dont try it again as a good opponent would go air after that and own your Marauders and reapers.
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