Topic HotS Reaper
Instead of making reaper regenerate life,
what do you think about:
reapers get mechanical and they get repair ability.
Whenever you have 2 or more reapers they can repair themselve.
In Addition: Reapers are not only a harass unit, they can support larger armies by repairing the Mech like Medivacs tanks etc...
So reaper actually becomes an important game through early mid and late game again !! ...
maybe repair cost of reapers are slightly increased and building attack gets a debuff ...
Building attack: The problem is one reaper should be effective, a lot should not be overpowered
solution: The reapers gets a molotov cocktail attack vs buildings, that means little initial dmg, but some in time dmg like fungal from infestor. So a lot of reapers do not instantly destroy buildings.
Benefit: More micro means you can do more dmg with one reaper if you attack different buildings with each attack.
doesnt molotov cocktail seem a little low-tech for starcraft? :p
Hi, I have good idea how to solve reaper problem in early/middle game and make it useful on late game. Please, reply what do you think about it.
Build time 45 seconds
Produced from Barracks
Requires Tech lab/Tech reactor (attached)
Movement Speed 2.9531 (3.8398 with Nitro Boost)
Hit points 50
Armor type Light
P-38 Reaper pistol
Damage 4 (+5 vs light)
Range 4.5 (+1 range in a bunker)
D-8 gravitic charges
Targets Air/Ground Massive/Buildings
Nitro Boost 50 Minerals, 50 Gas, Research time 30, Required Starport
Increases movement speed of reapers and !!! gains ability jump up and down cliffs !!!
D-8 charges 200 Minerals, 200 Gas, Research time 200, Required Factory
Reapers gain "D-8 gravitic charges" attack. This attack deal extra 50 damage to masive units and buildings after 1 sec after the attack (not as +50 bonus damage to massive/building as it is usually mentioned f.ex. corruptor).
Repair ability: NO NO NO! Placing two reapers in a good spot in a zerg mineral line would kill that base, unless zerg had roaches out. Queens, lings and drones would have too low DPS to kill the repairing reapers, and a spine crawler would be too slow to build in order to defend.
The molotov cocktail ability I like, but that would just nerf the reaper as I see it, and the reaper doesn't need another nerf!
To increase midgame use, maybe give the reaper increased HP from Combat shields or something like that. Maybe an upgrade to increase range, to keep the reapers behind the marine line.
While I wouldn't mind if there even was 6 races but after 3 it gets really hard balance and units start feeling same with just different hitpoints. As you see it's not really lore, game or imba issue but rather making job easier and have stability. Games that have more races/factions w/e are slower rts or turn based strategy. While you made example of it it's not very accurate. Better would be actually having new units w/o expansion acutally changing metagame for current set of units and ladder.
in fact my post about "D-8 gravitic charges" is something like that molotov cocktail ... (in fact my idea was; Gravitic charges that will be "hurled" and "attached" to "massive" things which will explode after 1 second) nerfing it to range 2 means that u will not be able to attack building with so many reapers ...
it has poor damage vs. air, but u can use them against carriers, battlecruisers .... and on ground vs. colossi, ultralisk, thors in a late game ...
and also i have nerfed his jumping ability for early game.
"Nitro Boost 50 Minerals, 50 Gas, Research time 30, Required Starport
Increases movement speed of reapers and !!! gains ability jump up and down cliffs !!!"
my reasoning was that no unit in early game can fly and deal damage ...