
Originally Posted by
hyde
The real problem is their cost and ability.
Essentially their "role" is negated by superior units that are required to overlap other roles.
Anti Light Role replaced by the Hellion, which provides mid/late game macro with minerals, necessary HP to your entire mecha army
Late game their role as anti light is removed by Hellions who can far exceed this role in terms of their speed+splash+no gas requirement+ reactor possibilities.
Hellions also provide the neccessary unit bulk/HP due to the constraint on gas, everyone would like to simply mass siegetanks/thors but that is impossible due to the gas/mineral reatios.
Raiding Role replaced by Viking/Medivac OR Vikings, which provides anti light air raid
When it is late game, 4 reapers is 200 gas ... You also will probably try to hit their natural expos and what not.
A lot of the 1v1 maps have "Island Expansions" , therefore their Jetpack ability is useless.
A Medivac full of marines has far more potential and mobility than reapers.
Also vs Protoss/Zerg, Medivac Marine squads provide back up and deter Voidray/Mutalisk cheese.
Again the Cost of a medivac+6 marines is 400/100 , 6 Reapers is 300/300. Gas is too valuable especially when Terran Mid/Late game depends on metal. Biological units don't cut it especially when they start massing hydralisks/baneling/cracklings or the typical stalker/immortal/collossi combos.
Especially in TvT, a single parked siege tank by your expo's or main can easily destroy any reaper raids. With Vikings, at least you can spot potential dangers and not lose the units. Upon leaping the cliff, your reapers get PWNED. "Scanning" to circumvent this is irrelevant because thats an additional opportunity cost of a mule/supply call down that you lose.