6/11/2023 0 Comments Reaper liquid notes![]() ![]() Proxy- Marauder Bunker-rush is quite common against Protoss instead. ![]() There exists a timing against Sentry-before- Stalker openings, using a Reaper to distract or even kill the first Sentry and attack with mass Marines Sentry openings against Terran are not common unfortunately.It takes reapers 5 shots to kill probes and 6 shots to kill SCVs and drones (due to health regeneration) whereas in Wings of Liberty it only took 3 shots for all workers. On the other hand, Reapers are no longer as good against workers as they used to be. Using this strategy will allow the player to damage or defeat the enemy stalkers/roaches/marauders without losing any reapers. This is because the reapers will regenerate their health if they are pulled out of combat when they are close to dying. For example, a group of reapers can with good micro easily defeat a smaller group of stalkers with no casualties. While the in-game description still, after the changes to the reaper in HotS, says that the reaper is good against workers and weak against early game armored units, this is no longer true.It is better to spare an enemy worker if it means saving your Reaper, this is since scouting is the main purpose of the Reaper on a one-two Reaper builds. Harass, while good, is limited to only times where the Reapers are sure to escape after they have done some damage. A popular usage of the Reaper is making only one or two of them and using these to mostly scout.However, they also no longer require a Tech Lab. Having been drastically changed from the Wings of Liberty counterpart, Heart of the Swarm Reapers no longer have a specific anti-Building attack or a +4 bonus to Light units.Reapers can, somewhat, Tank damage and heal themselves, in place of Marines, in the early game for a Reactor-based Marine push timing.Due to high Vespene Gas cost these units are NOT considered disposable like Marines, and need to be kept alive to keep the benefits of the threat of Reapers backstabbing an opposing player that wishes to play aggressively against a Reaper opening.Note: Although the 'Combat Drugs' upgrade states certain values, the regen is actually 2hp/s with 10s delay.Įxplodes after a short delay, dealing 5 damage and knocking back nearby units.Ĭompetitive Usage General ![]() Hellions or Marines and Medivacs are recommended instead as a transition (depends on match-up). With increased health and the Combat Drugs ability, Reapers can take a few hits for an early Marine poke, but mass production beyond the Reaper Opening is not advised as Reapers do not scale in any way into the mid or late game. Reapers are commonly used as a Hit & Run tactics against Workers and Melee units thanks to its ability to travel up and down cliffs, making it easy to abuse enemy unit's Melee range. If going for a rush, 3 Reapers minimum are needed to two-shot workers (4x2 damage x 3 Reapers) quickly, Only used for opening with an aggressive scout, to save having to use Scanner Sweep, and briefly to secure time for a Reactor and Command Center (2) to produce. It still remains a costly & fragile unit avoiding enemy fire and use of Bunkers or escaping Melee via Cliff edges for protection is advised. This unit can now be produced from a Barracks and from a Reactor. The Reaper is a Lightly Armored scouting unit with excellent freedom of movement, with an out-of-combat Health-regeneration ability. ![]()
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