Would Reavers be much better if Artanis had Shuttles?

In Sc1 + BW, I usually had Shuttles (with speed upgrade) to ferry them around to get in and out quickly. Seems like that would mimic more Swann’s Herc + Tank play, no?

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That would certainly help them with their mobility and overkill problem. But for me it is too taxing on my APM. And I think a similar thing can be pulled off using his P2.

Considering the micro required, I’d say it isn’t better (let alone much better).

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I would love Shuttles for Artanis and Fenix to provide a bit more versatility.

For instance, dropping Reavers or Disruptors on the towers in DoN could be a thing (along with a probe to drop a camnon or two).

More importantly, it could give some more options when playing against Double Edge as Shuttles would allow the use of Reavers, Archons and High Templar.

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While I’d personally enjoy some good old Shuttle micro, I doubt it’d do anything to realistically help Reavers do much better.

It never made sense to me how Artanis doesn’t have Warp Prisms but it sure would be appreciated not to mention it would discourage deathballs with reavers which leads to massive overkilling and inefficiency.

He can warp units in directly from the Spear of Adun.

It doesn’t make sense to me that you feel that way.

Artanis literally has a psi-field that’s far larger, free, and requires 1 action. Why in the world would anyone add War Prism that is locked behind tech, cost resources, vulnerable to attacks, and require several actions to use?

Then explain why Kerrigan has drop overlords when she can just use Nydus which are also free.

I know warp prisms are redundant for Artanis but it’s nice to have them as an option since he can already build a robo-bay and it would even be more useful if he’s playing P2 and wanted to save some energy for a warp-in.

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Because Double Edge.

So your point here is “due to 1 slight inconsistency in Kerrigan, Artanis should get a meaningless change”. Okay there lol.

And Capitaine, as usual, you make no sense. We are talking about Warp-field and War Prism. I’m sure Double Edge sure kills that invulnerable psi-field. :stuck_out_tongue_closed_eyes:

Psi Field from SoA is nice, but unless you’re playing on P2, it’s pretty much a 1-way trip. I don’t think I’d want want to bother with the extra micro with Shuttles Warp Prism, but would be nice to try out (hell, I don’t even like Swann’s Herc + Tank play), and I’m sure others could make it work.

I actually wouldn’t mind warp prisms for reavers, the slow mov speed is annoying sometimes, but it’s nothing game-changing.

When it comes to mobility for Artanis, I keep thinking about Arbiters instead. But that’s a different topic.

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I think he might be referring to dodging double-edged by picking up units. I’ve not tried it with warp prisms, but that sounds like it might work.

Would it? I thought even the whole Nydus thing doesn’t change Double Edge, so I can’t imagine that would work either?

I could be remembering wrong though, granted. Either way, even if so, the micro needed is insane haha. Like how many Reavers vs War Prisms to escape DE’s damage. All that being the reason Mr. Capitaine suggests as support for this change :joy: seems like a real stretch haha.

“Insane” lol.

If you ever want to play some B+ I can recommend a few strategies against Double Edge:

  • Drop a volley of nukes with an Emperor’s Shadow and then load into Intercessor
  • Drop a Nova Nuke and then Griffon evac
  • Drop a BIG RED BUTTON and then medivac
  • Shoot psiballs from 4 Ascendants and load into a War Prism

It takes practise to get the timing right with Nova as it’s easy to pick her up before she finishes channeling and the War Prism/Intercessor positioning takes practise as well.

I’ve never thought of using Omegas but if Double Edge damage isn’t avoidable by going inside maybe it also excludes Zaratuls Shuttles?

As I said earlier in the thread, Shuttles for Artanis and Fenix would provide some nice extra options both on defensive maps (placing cannons and Reavers/Disruptor on ledges) and as a strategy to avoid Double Edge damage.

I don’t think shuttles would help Reavers at all. There’s already P2 for Reaver “drops”, and that doesn’t make much difference.

SC2 Reavers are simply a far cry from SC1 Reavers. Less damage, more expensive, more supply, and air units love to force-fire them down as if they were Colossi. Trying to mimic Herc+Tank play won’t work either, because after dropping they would all fire at the same target (assuming that a Warp Prism would be able to unload them just as fast as a Herc). They waste their shots, are quite fragile for their cost, and are the only unit that Artanis has that takes more than 6 supply, which severely reduces the numbers of the actual army if more than few are built.

Not to mention that, for where it could work well (sniping objectives like Void Slivers), there are already Tempests, which do the same for less effort and are less vulnerable. It would be a different story if Artanis had Arbiters instead of Tempests, but he doesn’t (and if he had, Warp Prisms probably wouldn’t be needed anyway :stuck_out_tongue: ).

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I don’t think Artanis’ Reavers would be much better with Warp Prisms or Shuttles but I do find it fairly irritating that he doesn’t have a transport option just in general, especially since Zeratul of all people has one.

I’m of the opinion though that Artanis should have Arbiters as a late game option and Arbiters should come equipped with the Recall ability. Now granted that might brush up a little bit with Vorazun’s trademark but at the same time it wouldn’t because the only one of Vorazun’s air units that come equipped with cloaking is her Corsairs so giving Artanis a late game cloaking option that also expands his mobility would be super sweet.

It might end up being TOO powerful, but that could be solved by making the radius on the abilities smaller.

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P2 are the worst of Artanis’ Reavers as has as the primary Mastery for Reavers is exclusive with the primary Mastery for P2.

Sc2 Reavers have the same base damage as Broodwar Reavers just a different upgrade. The difference is in their cost/supply/protection. However, as you only want a maximum of 2-4 in an army anyway the increased cost is sort of worth the cost to have them survive a few hits (but I agree, not really).

P1 Reavers are strong as they never run out if ammo so are an easy solution to holding on ME or DoN even preferring this tech over a fast whirlwind research.

P3 Reavers are a fine option to mix a few in after you have a solid line of Immortals to tank for them.

For P1 and P3 shuttles would be an occasionally useful addition to be able to place reavers and probes onto ledges (and to remove them afterwards). For P2 a shuttle might be useful if it had a Warp field ability like Alaraks to be able to Warp in at locations without having to move your Warp field (which costs energy). Also, a shuttle would allow Reavers to avoid Double Edge damage (and possibly Black Death as well).

All this discussion about how apparently “useful” it is to have shuttle/war prism. And it really is such a stretch and waste of time.

The fundamental difference of reaver in sc1 is so different than sc2. The cost alone being 200/100/4 vs 300/200/6. Shuttle travelling far faster than sc2 speed would allow (given especially you’ll need to research the speed).

For 50% increased cost and supply (basically additional barriers in cost and timing), you’ll get 0 benefit. Not to mention the application of a Reaver drop in sc1 is just does not occur in sc2 coop at all.

To justify for 1/18 CO, 1 of a million mutator, and in a situation that occurs 1/1000 (capable player) to have this change is reeeduunculous. Lmao… when you can see in a holistic perspective, that’s why this change would NOT be useful (let alone much).

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