Maybe they should allow reapers to use their mines against massive targets, that means the thor, the ultra, and the colossus (the archon too???). That way, they will have some purpose at late game. What do you think????
05-14-2010, 06:50 PM
#51
Maybe they should allow reapers to use their mines against massive targets, that means the thor, the ultra, and the colossus (the archon too???). That way, they will have some purpose at late game. What do you think????
The damned will return...
05-14-2010, 06:58 PM
#52
05-14-2010, 09:34 PM
#53
05-15-2010, 02:50 AM
#54
Yeah, I was thinking about that too, but first they have to lower Marauders damage if they really want to do that. Currently Marauders is cheaper than Reaper and thanks to the Stim Pack, are pretty much more cost-effective than Reapers vs. Armored(or massive) even if the Reapers could do damage with their mines vs. Armored.
But yeah, it would lead to a lot better unit.
"Living for the Swarm!"
05-15-2010, 03:17 AM
#55
i agree
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.
05-15-2010, 03:51 AM
#56
Maybe the Cliff jumping thing is what makes them worth the price. Is archon massive????
The damned will return...
05-15-2010, 04:29 AM
#57
I think not, all Massive units take whole Transporter(Overlord, Dropship, Prism), so Archons aren't massive.
And no, not really. Cliff Jumping ability is there for Base Raiding, if you want to go head on head vs. enemy army, Cliff Jumping doesn't help that much especially cause Reapers are short-ranged units.
"Living for the Swarm!"
05-15-2010, 06:01 AM
#58
I think we all agree about the cheese, but this isn't the topic for the thread, so it would be nice if people stopped posting about how crazy reapers are in early game. What is interesting is how few options you have with the reaper and how little it's usefulness is in mid to late game.
There's been some nice ideas on how to improve reapers later on, my idea would be to make an upgrade possible from either the Fusion Core, or the Rax TechLab after the Fusion Core has been built.
Maybe those anti-massive mines or improved range pistols/rifles, but maybe even some armor upgrade so they don't get taken down like ants.
Would an upgrade through Fusion Core in some ways help the Reaper in mid to late game?
- "Man is Matter" -
Joseph Heller - Catch 22
- "Marines are Goo" -
BusinessMonkey - SC:Legacy
05-15-2010, 07:39 PM
#59
Mines would be a good upgrade for the later game as it will keep the hellion from being a vulture and with the reapers cliff jumping and fast speed upgrade it would be a better harassment unit. Still not happy about 50 HP though. The marine shield should upgrade the reapers with 10-20HP also.
I really need to change this...
Check out my maps: Maul's Spirial Turret Defense and Maul's Risk: Bel'shir
05-17-2010, 03:24 PM
#60
I agree with you on the mines...I can just imagine some of the nifty harassment tactics for such an upgrade.
But not sure about adding the shield. Ascetically, it would be hard to make it look right and from a realsitic point of view, a big metal shield might make the reaper more heavy.
Now maybe two smaller shields, one attached to either shoulder, might be kind of neat. Smaller size though should mean they provide a slightly less defensive benefit to Reapers than Marines enjoy with the standard shield upgrade. I also think if Reapers did get some kind of upgrade like this, it should nullify the speed upgrade, if it has been researched.