Topic
Reapers in HoS? Discussion/Suggestions V6
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Edited by Streetguru on 6/3/12 8:23 AM (PDT)
So since the building attack is being removed...what purpose will reapers serve in HoS other than just worker harassment. They have the health regen thing, but really i dont see much point in that since their fairly weak in terms of defense. So why not allow them to attack air units. or add in a new ability that allows them to throw up flax at air units instead of their building grenades.
Suggestions- Allow for an upgrade that gives reapers something like flax shells, or an anti-air ability, since they will be losing their building attack which is a main reason i love using them especially against protoss. Have Nitro Boosts changed into a similar ability. This new ability would change the model of reapers by upgrading their rockets to be slimmer and faster, yet this upgrade will allow them for added armor because of the reduced weight from the jet-pack. Thus giving them the survival boost that the regen upgrade seams to want to do. Giving reapers an upgrade that allows them to fire on the move, but for say a 20-30% miss chance and without a big speed boost.Since u know circling around your enemies at high speed could mess with anyone accuracy. This could also be a choice that the player makes. Either choosing the fast anti-air reaper or choosing the semi slower but kiting ability of the other reaper. A range upgrade to let them deal damage from afar, allowing them to kite better or turn them into more of fast moving artillery units. By Ergoproxy- Reducing the build time So id assume an upgrade after a factory is built or after an armory is built. would become available that would reduce the build time for reapers by 15 making them a quickly built somewhat cheap fast harassment unit. and help them transition into the end game. By Veepow- "Reapers gain +1 range for each level of weapons upgrade. It wouldn't affect the early game, and by the time you are at +3 they have enough range to sit just behind marine/marauder and do their damage." Napalm Trail- A possible upgrade for reapers, whenever they move after research a trail of fiery hot napalm will follow them/exhaust from their rockets. Enemies in the trail will take X amount of damage while standing in it or half for being a bit outside of it. Thus gives gives the reapers another use by having a few of them charge in and break up enemy lines with their trail of fire. Although with this i believe the initial range of reapers should be dropped by one, or it could somehow be 1/1.5/2 AP Rounds- This is an upgrade available after getting a factory and the armory. Your bullets pierce through enemy targets allowing them to continue on after passing through one the damage is reduced by 30% per target hit.(Obviously the line damage would have a short range past the initial target hit) So with this upgrade it adds positioning to the fast moving reaper. So say a big battle starts...well you can run your reapers around some hills quickly and flank the enemy line from the side hitting many units and taking them down. But those are just my thoughts, what are yours about the role of reapers in swarm. |
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Edited by MarkusDaWise on 5/25/12 11:33 AM (PDT)
You added things to the OP that I dont agree with, but before you did that I thought it was good.
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Best...feedback...ever...so..anyone in these forums serious at all? |
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D3 shells removed is hilarious because blizzard doesn't realize that reapers need to be multifaceted in order to get use out of them. They are expensive, take long to build, die easily, and only counter a few units, there needs to be some variety in their skills.
Right now with queens so badass you'd be stupid to hit their main without outmicroing the zerg seriously. They can fill the previous role of hellions in denying creep spread with their d3 bombs... they are actually really good at killing creep tumors. I suggest terrans try it, but don't get addicted because blizzard is about to take away another cool unit! |
D3 shells removed is hilarious because blizzard doesn't realize that reapers need to be multifaceted in order to get use out of them. They are expensive, take long to build, die easily, and only counter a few units, there needs to be some variety in their skills. I agree, for cost, the reaper is the terran equivalent of the sentry. A somewhat expensive multipurpose unit. But takes much longer to produce. I'm of the mind that if they just reduced the build time to 35 the reaper would be fixed. Wish they would atleast PTR the test, but hell they stopped testing this with the snipe nerf. |
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-Like the anti air part
-not to sure about extra speed and armor(how about reapers also benefit from marine shield upgrade?) -Shoot and move is not a good mechanic in general to put in a game. Also, I don't like random chances to hit/miss. |
Thats a good Idea actually, but 3/3 reapers would be OP |
1/1.5/2 fixed...although i dont know who half an increment would apply |
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added random ability i thought of that might be something unique for reapers.
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reapers are a strange unit that ive been thinking about lately
although the reaper is weak in combat stats it could be overpowered without improving their stats if you modified their buildtime / deployment possibilities imagine if barracks had an ability called "reaper tri team delta" that requires a starport to use, costs 250/250, and instantly calls down a pod that unleashes 5 reapers anywhere the terran has vision so if a terran had 1000/1000 laying around lategame, he could scan the zergs outlying expansion and instantly calldown 20 reapers which would decimate all the drones, queen, spines, and hatchery in seconds and then if they are speed reapers they fly around killing more stuff so you can take a weak unit, like the reaper, and make it overpowered by modifying buildtime and deployment possibilities. just a thought on ways to buff the reaper without making it stronger |
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Getting rid of the factory requirement for Nitro Boosts would be a good start. The Queen buff negates any type of argument for it.
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The problem that the reaper has is exactly the same problem that most harassment units have - they become useless later on in the game. Later on in the game why would you make reapers to harass (That gets easily repelled as well) when you can just load 2 medivacs filled with Marines then unload them on your opponent's base? Costs more, maybe, but later on in the game Marines are a better investment than reapers - They cost less, kill more, and they can come out 2 at a time if you attach a reactor to a rax.
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Later on in the game why would you make reapers to harass (That gets easily repelled as well) when you can just load 2 medivacs filled with Marines then unload them on your opponent's base?Not true. Reapers are an excellent harass unit. The problem is that no one can build them. |
So perhaps a removal of the tech lab for building? it still would require an investment in early gas if you wanted to rush this way. The Build time could then be longer to say 60 seconds, and then an upgrade could be put in with nitro boosters or something so that it drops to 30 seconds. So late game they could be produced en mass and fairly quickly for harassment. |











