Topic HotS Reaper
Umingo #950
Umingo
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 !! ...

Balance:
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.
Powerstrike #665
Powerstrike
we already have that repairing unit it's called scv
Umingo #950
Umingo
does anyone like anything here ? :p

its about to make reaper more important.
scv is nice but its a worker not a combat supporter ...
Inzight #581
Inzight
05/11/2011 14:46Posted by Umingo
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.


doesnt molotov cocktail seem a little low-tech for starcraft? :p
MEOW #390
MEOW
Dude, we got space marines firing machine guns travelling in giant space cruisers which have FTL drives and a jukebox on it playing country music.

Some things just never age I guess.
Umingo #950
Umingo
^_^ anyone likes my idea at least ?

the problem is most people do not wish any changes to sc2 at all ... hehe
Spacefrisian #443
Spacefrisian
Try suggesting a 4th race and see some starting to rage about it being imba and not fitting. (a game set in the stars with only 3 races.)
dirtdog #374
dirtdog
I like the reaper but i would really prefer for him to be a serious unit. If you can figure out how to make him non-harass and usable mid-game, by all means, say it. ;)
HoZlo #222
HoZlo
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.

50 Minerals
50 Gas
1 Supply
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 0
Type Biological/Ground
Armor type Light

P-38 Reaper pistol
Damage 4 (+5 vs light)
Attacks 2
Targets Ground
Cooldown 1.1
Range 4.5 (+1 range in a bunker)
Upgrade/level +1

D-8 gravitic charges
Damage 5
Targets Air/Ground Massive/Buildings
Cooldown 2.5
Range 2
Upgrade/levels +1

Upgrades
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).
Heresy #761
Heresy
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.
Flinz #319
Flinz
06/11/2011 14:28Posted by Spacefrisian
Try suggesting a 4th race and see some starting to rage about it being imba and not fitting. (a game set in the stars with only 3 races.)


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.
HoZlo #222
HoZlo
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 ...

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