Is there any way to make this useless unit relevant in mid or late game, like Marine or Zealot or Zergling?
I dont think so. However its funny that Reaper is only the unit that is literally useless in late game. All the zerg units are useful in late game - it just does depends what do you actually need, sometimes banelings, sometimes ultralisks, sometimes vipers - but everything is useful. Reaper is the only one unit in the game that has no use in mid game and up.
I would like to give them ability like DOUBLE DAMAGE in mid/late game as an upgrade in armory for example. After activation (no mana required, just time cooldown) it would deal the DOUBLE DAMAGE for a while.
By doing this we would achieve the unit being decent harass unit in midgame so it wouldn’t be only early game scout unit - there ofcourse still would be better harass options like banshees but if Terran would be good enough to save all his reapers from early harass then he could “level them up in the factory”. That would be cool.
They’re decent flankers if you have the APM, go it, rapid fire cast ur nades, get them out.
Reapers are essentially Terran criminals + convicts recruited in the military.
So I personally do not need that, not even in early game. They should not exists. ![]()
Besides, someone just copied the Rocketeer design from Red Alert2.
Problem is that there role conflicts with marine. So even buff damage there be no reasone to build them since marine does with ability shoot up. Plus cost no gas
problem with terran design is that to many units that can do all jobs.
why u think marines dont run with hell bats because do same role.
Lings is spunge and there is no other unit its fighting outside ultras.
Waat?! Thats an great idea! Instead of giving them double damage upgrade buff just give them armory ability to fly like rocketeers in the Red Alert 2!
You are right, but Cat pointed me towards a better idea! RA2 ROCKET-REAPERS!
In short if somebody didn’t played RA2: after an upgrade, all the reapers would turn into AIR UNIT!
You would need a delayed upgrade that gives Reapers some extra strength or utility that makes them useful later on, but there will always be problems.
Bio doesn’t really have a “gap” for this unit to fill, so it will always be competing with other units that fill the same roles.
- If we use the WOL Reaper as an example, it had better anti-light damage than Marines, but Marines were already good enough against light units such that you never needed Reapers.
- Marauders already take the anti-armor role, so you can’t move in that direction without overlap.
- Bio can generally harass with units in Medivacs (Mines, Marines, Marauders) just fine, so it doesn’t need a dedicated harassment unit like mech sometimes does.
- Widow Mines handle splash, or deal with units that Marines and Marauders are not great against such as Banelings.
- Vikings already handle air units or Colossus when Bio isn’t able to.
I could go on, but the point is that at best you might buff the Reaper’s late-game to be some alternative to Marines that you put into the composition when you have the extra gas for it. That really isn’t a good reason to add a unit or change an existing one.
Even if you double-down on some unique facet to the Reaper, it will not lead to a good outcome.
- For example, improving the Reaper’s regeneration really does nothing to make players want it. They still wouldn’t be a good or well-balanced meat-shield unit, and Bio can always just heal better units with Medivacs that they actually want anyway.
- Likewise, improving the Reaper’s grenades wouldn’t be healthy for the game. The extra CC may just make it too difficult for melee units to engage or other units to escape; whereas Bio is already extremely good at kiting and baiting the enemy into Widow Mines and other defenses.
You do realize that most Terran infantry are convicts right? They are “resocialized”, which refers to numerous unethical procedures (brain surgery, memory manipulation, brain implants, etc) intended to make them into more compliant soldiers. Very few Marines don’t have criminal records, and those that don’t are usually conscripted civilians who were put through the “resocialization” process anyway.
Reapers are picked from convicts “resistant” to “resocialization”.
Marauders are the most “ethical” branch of the Terran infantry. About 47% of Marauders haven’t been to prison, and only 23% have ever been accused of murder.
Ghosts are more or less abducted as children once their psionic abilities are discovered. They are trained and augmented from childhood to become commandos and assassins.
By the way, Firebats still exist in the lore and campaigns even if they are not in multiplayer, and those are almost always criminals and pyromaniacs. If I recall correctly, it is implied that gases regular seep into the Firebat’s cockpit from the fuel compartments, making them even more unstable.
Edit: If you want to find someone in the Terran military who “likely” isn’t a criminal and hasn’t been experimented on, you pretty much have to look in a vehicle. Those are your Battlecruiser captains & crew, various pilots, maybe the people driving Tanks or other ground vehicles, etc.
Even then, it is explicitly mentioned in the campaign that a Medivac pilot murdered some Marines for referring to her Medivac as a “heal bus”, and she was resocialized and allowed to continue flying.
I will die on the hill that reapers should be able to be upgraded to deploy spider mines as a map control unit. Bio and mech can both benefit from it.
Fear the reaper man…
I suppose you could use it to scout … late game…
Man remember when they had the WOL bombs on buildings… that was crazy!
Wonder why it was removed in hots/lotv?
Why don’t we talk about pilots who are students and need to pay their “college money”? Also, they’re a little claustrophobic, so please don’t put them in tight spaces.
We had a mission, I think it was Dylarian Shipyards.
I think only option is not power wise buu utility is upgrade that they can produce healing to other units so marines wont need medivacs weaker yes but can work
So you’re thinking of giving reapers a heal ability?
Like medics?
Yes since technically heal them selves just make in larger aoe out side of that u cant make viable without restrutore the whole game.
Oh, like a self heal, why would it need to be an aoe if it’s only for self healing?
No aoe other units like marines reaper would help out
Oh so the aoe would heal the marines as well, not just self heal.
Reapers should not exists. When they made SC2 they needed something to show-off , and also demonstrate High/Low terrain so they introduced Reapers and Colossi.
Both are played just occasionally and that’s really fine.
Reapers are used as scout units early game, why should they not exist?
Plus the comments above was trying to offer advice on the unit…
To be honest they mess the game up, they should of balance marine, hydra and stalker,
Then to balance stim, nerf damage to some degree, hydra has little bit lower damage stim marine but they can move and shoot. Stalkers lose armor bonus change to light bonus.
Then redesign reaper as more fast melee unit tied with ling and zealot
Then roach by removing delay regen making no delay. , mauader immortal.
then balance them around paper rock scissors