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Thread: Reaper late game utility idea(kinda wild)

  1. #1
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    Default Reaper late game utility idea(kinda wild)

    Everyone knows Reapers are rarely if ever seen even into the mid game and i've been trying to think of something that could tip the balance in utility.

    I thought of a few things but its hard not to make them insane early on.

    The best idea i had which doesnt affect the early game aspect is a late game upgrade(tier 3 maybe?) to give the reaper a personal cloak.

    Any thoughts?

  2. #2
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    Default Re: Reaper late game utility idea(kinda wild)

    Late game usually has plenty of detection for various reasons.

    Also, reapers gone wild
    I really need to change this...
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  3. #3
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    Default Re: Reaper late game utility idea(kinda wild)

    Ya i know but still it would at least give the possibility of utility. Its the same position for Ghosts after all and they work fine

  4. #4

    Default Re: Reaper late game utility idea(kinda wild)

    I'd rather they gave the Reapers their original mines back. With this ability they still become viable as a mobile and silent raider, allowing players to run in and snipe a few key buildings without tripping an alert.

  5. #5

    Default Re: Reaper late game utility idea(kinda wild)

    Quote Originally Posted by tyrel68 View Post
    . Its the same position for Ghosts after all and they work fine
    Ghosts with jump packs that is.
    Anyway I woad love to see the reaper in a more active end game position.
    How much damage did the old mines do to units? for if they got those back, that could might be use also as a staler or breaker of the enemy army, in a way kind of like the sentry's force field...

    Quote Originally Posted by Visions of Khas View Post
    Just goof around and gain XP.

  6. #6

    Default Re: Reaper late game utility idea(kinda wild)

    How about giving them flash grenades (or sight disruptor grenades, affecting all kinds units)?

    Remember the medic blind ability? How about giving it to the reaper as an AOE and timed duration spell (As opposed to the single target permanent effect in BW)?


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  7. #7

    Default Re: Reaper late game utility idea(kinda wild)

    A flash grenade would be an interesting ability on the Ghost.
    — 25 energy
    — 6 square AoE radius
    — reduces unit vision to 1 square radius
    — blinds detectors
    — effect lasts for 10 seconds
    — affects enemies and allies

    If it were on the Reaper, it would need either a hefty cooldown or an energy bank.

  8. #8

    Default Re: Reaper late game utility idea(kinda wild)

    Quote Originally Posted by n00bonicPlague View Post
    A flash grenade would be an interesting ability on the Ghost.
    — 25 energy
    — 6 square AoE radius
    — reduces unit vision to 1 square radius
    — blinds detectors
    — effect lasts for 10 seconds
    — affects enemies and allies

    If it were on the Reaper, it would need either a hefty cooldown or an energy bank.
    I like this breakdown, though I would say the third and fourth points are redundant, as a detector with 1 radius isn't very useful, except for detecting DTs, which wouldn't be a problem in a TvT, especially considering all terran cloaked units are ranged beyond one square. Now, in a team game where one opponent is Toss, the detector with one square sight will spot DTs, but much too late and too briefly. Thus, blinding detectors is completely redundant. Otherwise, EXCELLENT!

    To the opening poster and all others: nice discussion. As a Terran player, I would much like to see the Reaper get more use all around. I think the original D8 charge was nerfed/removed because 2-3 reapers one-shotted supply depots, meaning dmg was greater than the current grenades' damage. I believe this was shown in the original Terran gameplay reveal video. I could be wrong, as I can't find the video to properly quote it. Anyone who wants to help with this would be greatly appreciated.
    I am a master tactician. It is my execution that keeps getting me killed.

  9. #9
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    Default Re: Reaper late game utility idea(kinda wild)

    Frag Grenade:

    Deals +10 damage on its initial attack against a unit. Would animate as throwing an explosive. Would be a passive ability with say a 10 sec cooldown. A bit like the Zealot charge but dealing extra damage when engaging instead of closing distance. This would add some Oomph to the unit and it would still favor hit and run tactics. This would be a nice fitting late game utility when the numbers are tweaked right.

  10. #10

    Default Re: Reaper late game utility idea(kinda wild)

    Quote Originally Posted by flak4321 View Post
    I like this breakdown, though I would say the third and fourth points are redundant, as a detector with 1 radius isn't very useful, except for detecting DTs, which wouldn't be a problem in a TvT, especially considering all terran cloaked units are ranged beyond one square. Now, in a team game where one opponent is Toss, the detector with one square sight will spot DTs, but much too late and too briefly. Thus, blinding detectors is completely redundant. Otherwise, EXCELLENT!
    Yeah, that is kinda redundant. I originally had the ability reduce unit vision by 1/2 of its range (a unit with 13 sight would get reduced to 6), but then I changed it to 1 square radius and apparently missed the blind detail.

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