Page 1 of 7 123 ... LastLast
Results 1 to 10 of 65

Thread: Reaper's are frigging annoying.

  1. #1

    Default Reaper's are frigging annoying.

    I think they are the most lame units ever to exist. Their sole purpose is rushing. They have absolutely no other purpose. They're too expensive to mass and too weak to use. They seriously need a change in role because they are probably the lamest way to win a game.

  2. #2

    Default Re: Reaper's are frigging annoying.

    I want them to return to their original role with throwable detpacks which can be targeted for destruction.

  3. #3

    Default Re: Reaper's are frigging annoying.

    Yea they are such a cool idea it's sad to see them relegated to a role of killing a few workers and that's all.
    I would rather be a superb meteor, every atom of me in magnificent glow, than a sleepy and permanent planet.

  4. #4

    Default Re: Reaper's are frigging annoying.

    There should be a jetpack upgrade that lets them fly outright. Then you'll be sorry!

    I agree, though, that it would be nice for them to be more viable later in the game. The only time I've ever seen them past 5 minutes or so is in super gimmicky mass-reaper strategies and things like that.

  5. #5

    Default Re: Reaper's are frigging annoying.

    Quote Originally Posted by Maxa View Post
    There should be a jetpack upgrade that lets them fly outright. Then you'll be sorry!
    Yeah, and then we can call this game "Warhammer 40k 3"...
    "Living for the Swarm!"

  6. #6

    Default Re: Reaper's are frigging annoying.

    It's just soo annoying to get rushed via Reaper. It's like this is how Starcraft 2 boils down to? You clicked faster than me, went all in reaper rush. Once you kill my 3 marines with 2 of your reapers, I am dead. Wow, who designed this piece of crap? At least with zergling rush, I can at least out micro you. Reaper... you come from completely opposite direction of my choke, kill my economy before I can even respond. Probably the worst unit design ever. They should in fact be removed.

    First of all, their anti-building damage is WAY too high. 2 reapers completely destroy everything before I even have a chance to get new marines. One slip of my micro and my marines are dead. Even if I get rid of reaper harass, they're likely to have put me into supply lock or killed off more than 2-3 workers...

    Second of all they are squishy as shit. Ever try to use reapers in your army? Once the game meets mid game, they are next to useless. They cost way too much to field as a force when you can get marauders for 50mineral more.

    Third of all, their sound effects are absolutely terrible. The sound they make is literally a silenced pistol. I don't know what Blizzard is smoking, I can barely hear them. When reapers come in, it should sound like magnums being fired off. THERE ARE REAPERS IN YOUR BASE for heavens sake. All I hear are plat plat, explosion, plat plat explosion... oh shit reapers...

    Fourth of all, they kill workers in 4 hits. That's just ridiculous. Two of them can finish a mineral line in a matter of seconds. To do the same with banshee, you need to tech to factory and then to starport. For Toss, good luck, 'cause DTs only come close (try picking off workers with void rays lol)

    So all in all, Reapers are terribly poorly designed. Their anti-building gizmo is far too powerful and too lame as a weapon. Not only should it be researched, it should be cast as a spell. Chuck grenades at a building, recharges similar to blink.

    I just hate getting reaper rushed 'cause when it works, it's absolutely humiliating to lose, and when it doesn't, you have an easy win (the enemy just wasted 100/100 on useless units.)

  7. #7

    Default Re: Reaper's are frigging annoying.

    i like reapers. but they're hard to use past the earlygame. though i want o think tis possible, for example, 4 of them fit in a bunker, and are insanely powerful vs light units. with roaches nerfed, i wouldnt be completely surprised to see this used more in patch 12 bunker + reaper contain can be a tough nut to crack, especially when both going for spire and roaches can be deterred effectively by other means... reinforcing early drops / banshee harasses is also a possible use for reapers midgame


    ... i wouldnt say no to a midgame upgrade for reapers though; maybe let them benefit from the shield upgrade? ... not that i can see them with a shield, but it makes sense: tehy could use some more HP, and the shield could use that increased utility: Stim is avaiable to two units and costs the same to research...


    edit: thats some serious rage-posting right there. about defending vs reapers, remember that you can have a marauder out as fast as he can have a reaper out. and it will stop it cold. just scout for that techlab and if early reapers are a possibility, defend your mienral line from differnt angles. also, some maps dont have as many vulnerable cliffs: put units on the edge to shoot the reapers as they approach

    if you get caught off guard, go after em with workers; without the speed 'grade, reapers dont outrun workers by much - if chased, it'll cost the player reaper HP and attention to get the job done.


    i udnerstand reaper play can be frustrating, especialy after the genral speed increase since patch 11.
    Last edited by Todie; 05-13-2010 at 04:28 PM.
    I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
    I work an internship at a government agency this fall, and have a good time at it.
    I'm being more social, active and honest lately. in all forums.

    Hi.

  8. #8

    Default Re: Reaper's are frigging annoying.

    Early reaper rushes are very easy to counter with two Marauders defending the mineral line. You just have to scout out his main to see if he's going for an early reaper rush. Two mauraders can hold off three or four reapers very easily, especially if you pull three or four scvs off the line to help fight.

    If I see a second racks go down with a tech lab after a scanner sweep, then I skip building my first two marines and go straight to two marauders.

    I always, always, go fast gas so I usually have the resources for this pretty quickly.

    At least, that's how I counter reapers. Zerg players have the queens and zerglings for defense and Protoss have stalkers and photon cannons.
    Last edited by //MavericK\\; 05-13-2010 at 04:31 PM.


  9. #9
    Pandonetho's Avatar SC:L Addict
    Join Date
    May 2009
    Posts
    5,214

    Default Re: Reaper's are frigging annoying.

    I like reapers, and I love reaper rushing. But I agree, reapers are completely useless past 5 minutes. Not a good design at all if it can't be used later on.

  10. #10

    Default Re: Reaper's are frigging annoying.

    Early reaper rushes are very easy to counter with two Marauders defending the mineral line.
    If you are doing cheese Reaper rush with a bunker, you will have barely 1-3 Marines when First Reaper comes out...
    "Living for the Swarm!"

Similar Threads

  1. The most annoying kind of player?
    By Dalarsco in forum StarCraft Discussion
    Replies: 45
    Last Post: 05-07-2010, 03:43 PM
  2. How to get rid of this annoying pathfinding issue.
    By Wankey in forum StarCraft Discussion
    Replies: 7
    Last Post: 05-06-2010, 12:16 PM
  3. Replies: 25
    Last Post: 05-05-2010, 05:45 PM
  4. Whats partially annoying me about the release time
    By Lucius_Raecius in forum StarCraft Discussion
    Replies: 1
    Last Post: 12-24-2009, 03:04 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •