Buff the Reaper

Terran Discussion
Apparently you guys don't understand the enormous buff they are also getting. Reapers are going to have a range of 7. That means that these guys can bunch up a bit, fire a volley, back up, and repeat.

The reaper isn't necessarily being nerfed; it's simple becoming more micro friendly. By taking the time to micro them, you can much more easily kite zealots, marines, zerglings, banelings, and even roaches (if you have to).

Although it's a shame that they are loosing Nitro Packs, I personally like the idea of having reapers be a new quick, specialist-like unit that can snipe key units like HT, and then regenerate their health to last longer.
@eXoGrayvyn Where did you hear about the reaper getting seven range? That's good to hear though if blizzard really goes through with that :D. Any chance you know if they are still getting that slight damage nerf that was in the battle report?
08/10/2012 05:06 PMPosted by KBLOB
You mean "you're" as in "you are".


Edited. Thank you retard.
http://scvrush.com/posts/9930-a-zerg-s-thoughts-special-edition-part-2-hots

as of the preview

7 range, 60 base health, and only +3 vs light instead of +5.
2 small pistols apparently have more range then a c-10 sniper rifle 0_o.
Wow, that's awesome. Outside of worker harass, I'd imagine these guys will be great for taking pot shots at armies thinning the ranks of lings, hydras, zealots, and rines. This is going to be great :D.
08/11/2012 01:45 PMPosted by Duke
2 small pistols apparently have more range then a c-10 sniper rifle 0_o.


Apparently ghost only use those things when they do actual snipes... And due to budged deficits even those have lost most of their damage recently... They now fire special psychic bullets that give HT massive migraines while your average jarhead marine just shrugs it off.

Honestly I know its balance before lore, but this is where were at right now.
I honestly am less enthuzed. I would love to see the build time reduced considerably and the tech requirements increased. For example requireing a factory or maybe even an armory, but not requiring a techlab. Maybe if they renamed ghost acadamy to special ops they could use that as a tech requirment.

Reapers currently have the highest damage density in the game, with only crackling doing more dps per supply, but their mellee nature makes it much harder for zerglings to acheive. There is definatly some midgame potential to reapers. There are players who had been having success with reaper+medivac openings. And late game intigration to the terran death ball (reapers absolutely MELT zealots) has been used successfully in at least one pro TvP game (whish i still had the link, it was a realy good game).
Apparently you guys don't understand the enormous buff they are also getting. Reapers are going to have a range of 7. That means that these guys can bunch up a bit, fire a volley, back up, and repeat.

The reaper isn't necessarily being nerfed; it's simple becoming more micro friendly. By taking the time to micro them, you can much more easily kite zealots, marines, zerglings, banelings, and even roaches (if you have to).

Although it's a shame that they are loosing Nitro Packs, I personally like the idea of having reapers be a new quick, specialist-like unit that can snipe key units like HT, and then regenerate their health to last longer.

Range 7 reaper is not great. I'd rather have the 4.5 range and speed.

I don't want a generic fast hit and run unit that regens HP (basically an expensive zergling). If I just want to do a unit on unit hit and run, I'll use hellions or stimmed units via dropships. I want something that can snipe tech and be a fast scout -- the reaper we have now.
Yea, that's it. Ever since the nerf to make barracks require a supply depot, the production time on the reaper has kind of been unnecessary. They can easily be denied by stalkers/marauders/queens, so I don't really see the reason why we can't have them build in 30 seconds like a marauder.

Except the metagame seems designed to push 2+ base play. Many openings now wouldn't even have a Queen/Marauder/Stalker in time to not get murdered. Reapers can do considerable damage even now, when they take so long.

Range 7 reaper is not great. I'd rather have the 4.5 range and speed.

You read it here, Terran have too much range, they don't want any more. Their mobility is insane too. And survivability. You're right, why would you ever want to use anything besides MMM?
25 seconds of a buildings production time for only 1 supply frankly sucks.

That's not how it works...

They will remain at 4.5 range, and at most they might get buffed up to 5 range.

I've seen several places that say otherwise, but the battle reports look like they have it at 4.5.
Range doesn't really make sense with the regen, unless you're really supposed to poke Stalkers with Reapers. I'll be a bit surprised if they don't decide to give them a little speed somehow, or reduced build time.
Currently playing terran right now. As far as I know, reapers changed. They're not early harass anymore. They're more late game harass. 3/3 Reapers do so much damage it's almost disgusting, they have one of the highest single target dps for terran second only to fully upgraded thor.
08/12/2012 10:51 PMPosted by FayZe
they have one of the highest single target dps for terran second only to fully upgraded thor.


on an absolute scale no, Thor, BC, tank mode tank, stimed marauder, banshee then reaper.

By supply though, reapers are far and away the best dps in the game, cracklings edge them out by a little bit, but being mellee makes it much harder to use crackling dps.
I think they should give the regen ability from HOTS to the current reaper in WoL that doesn't need to be researched. That way they can be more effective early game and they can survive longer.
08/13/2012 04:27 AMPosted by WitchHunter
I think they should give the regen ability from HOTS to the current reaper in WoL that doesn't need to be researched. That way they can be more effective early game and they can survive longer.


Bring a medivac, park it over a cliff. raid like a boss
Supply is based on unit strength, and Reapers are 1 supply because they are only worth 1 supply for combat.

One Infestor, 2 supply.
One Hellion, 2 supply.
gg

As I said, that's not how it works.
If I could just kite marines, I would be totally happy with the reaper as it is.
The problem with the Reaper now it not its stats. It is too early in the tech tree for its role, and is only "balanced" by a ridiculously long build time that is necessary to ensure that the first Reaper doesn't come out before early base defenses.

Reapers are a 1-supply unit, and taking up more than 25 seconds of a buildings production time for only 1 supply frankly sucks. By all rights the unit should be possible to reactor, but it needs a later tech requirement first.

Reapers are not going to be any better overall in HotS.

The reaper is not getting 7 range. This was a typo that ended up on the only source that got a hold of the new unit stats. They will remain at 4.5 range, and at most they might get buffed up to 5 range.

Currently, Reapers are only viable in two scenarios:
-Micro-intensive rush strategies that require cutting workers for a very early Reaper and rely on doing enough damage to make up the income gap (and then some) while making a hard transition into Thors or some other unit that the opponent doesn't expect.
-Drops in the very lategame when both players are near max in a stalemate and there happen to be enough additional resources to make 5-10 Barracks with Tech labs that you are not using for anything except Reapers.


The problem with the reaper is that it just wasn't designed well in the first place, so they are trying to figure out how to take it out of the game without actually taking it out.

It needs a complete overhaul: first, I would make cliffing an upgrade ability and let them start with speed; then, I would tone down that damage a little so they 3 shot workers and soft marines; I would make the build time identical to marine or marauders and make it reactor-able; I would change the tech requirement from tech lab to engineering bay; the cliffing upgrade would still unlock with the factory.

Reaper should be an option to make as an alternative to marines as part of a balanced bio army, versus now where they are used early for scouting/harrassment or clearing creep, but not as part of your army. But it should not be able to get into the back of a base before scouting is a possibility and stalker/marauder/roach could be made.

If cliffing were the upgrade, then it would be comparable to blink stalkers or burrowed roaches in utility.

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