I don’t play much versus these days, but I still watch as many premier events as possible.
I am racially neutral and don’t want to kick the hornets nest on balance. However, I have observed that reapers really fade out of favor past the early game, for good reason.
I am wondering if there is a fair way to give them some mid or even late game utility through an upgrade or upgrades gated to armory.
One idea would be giving terrans the jet pack overdrive ability. This allows reapers to temporary fly, allowing them to traverse more types of terrain, and also move faster.
Another idea would be to upgrade the thrown charge somehow, also armory gated. Perhaps the mine could inflict a 1 or 2 second stun effect.
Finally, a later upgrade could give back some anti structure dps.
I like reapers and I think it would be cool if they had a niche past the early game. I do not believe any of these upgrades would be op at the armory or later phase, given their squishy nature.
What do you folks think? Thanks!
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I feel like reapers would still be reduntant as more harass options that Terran doesn’t need, unless they become good enough to kick out a different terran unit.
I personally think that they would be more useful with a bonus vs. Light upgrade, since that’s a role bio doesn’t have a clear way to fill. At least it could be something like adepts for its at least niche uses.
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Maybe something like looses it’s grenate damage or less hp and only costs a few minerals would be something. (pure scouting unit that still costs supply so you don’t want too many but it’s cheaper than a supply depot or a sensor tower or a marine to scout enemy army movement (and more mobile).
I was just thinking about this, but you beat me to it. My personal top three upgrades would be:
1: Jet Pack Overdrive. I think giving Reapers the ability they have in Co-Op would be nice, albeit with a longer Cooldown and shorter duration, maybe 7 or 8 seconds of flight time with a 25 second Cooldown.
2: Cluster ‘Nades: This upgrade would cause the Reaper to throw a cluster of 5 D-8 Charges with each cast, and have a shorter Cooldown.
3: R-7 Model Suits. This is an upgrade that would increase Reapers’ HP to 80, instead of 60, their MoveSpeed to 6, instead of 5.25, their range by 1, for 5.5 range, and their damage by 2, for 6x2 damage.
Each would be researched at the Barracks Tech Lab, and require an Armory.
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But mass Reaps are so powerful if microed correctly. try it. I think beastyqt did it a few times to troll folks.
The reaper upgrades that are being suggested here are fun and powerful… which for the viewers is great and engaging, however, it always comes down to the units purpose. The reaper is a light scout more or less. If you have it stay longer in a game it will push other units out of favor. Let say you went forward with one upgrade. Which unit would you be okay with losing? Which upgrade? (This would be for the highest level)
What if they just get stimpack like marine/marauder? Maybe weaker effect or using it require armory so it won’t be imba in early game.
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