ReaverMod
Hello! I made a melee extension mod for Starcraft 2 called ReaverMod. It replaces the Disruptor with the Reaver in Starcraft 2 melee games. You can easily find ReaverMod by typing 'Reaver' into the extension mod search bar.
What is ReaverMod?
ReaverMod is a culmination of dozens of hours of development time and research. With feedback from high level and semi-pro players, the Reaver is designed and balanced specially for Starcraft 2.
It is neither a port of Brood War's or LotV campaign's Reaver. This Reaver was developed nearly from the ground up in the SC2 Editor with special consideration for attribute values and Scarab behavior. The mod is also open source and can be looked at in the editor by anyone wishing to do so.
ReaverMod Trailer¹:
Reaver Stat Page:
Reaver Patch Notes:
¹The trailer is played on an older patch. Open the Spoiler below to read patch notes released since the time the footage was recorded.
+ Show Spoiler +
ReaverMod v1.7 - 01/19/2024:
* Changed the placement of passive upgrades on Reaver's command card.
ReaverMod v2.0 - 01/29/2024 - MAJOR UPDATE :
* Reduced Scarab damage from 75 to 60.
* Reduced Scarab damage vs. Armored with the Ablative Pulse upgrade from 125 to 100.
* Scarabs now do 20 additional damage vs. Shields.
* Increased Reaver turn rate from 300 to 450.
* Scarabs no longer follow targets that are Blinking, Adept Shading or being Viper yoinked.
* Sentries are now able to make Reaver hallucinations.
* Disruptor has been removed from the Glossary.
* Scarabs are less likely to blow up too early. (Delay NoTarget Behavior)
ReaverMod v2.1 - 02/01/2024:
* Improved the Reaver's behavior when out of scarabs or when the attack is delayed (ex. dropped out of Warp Prism).
ReaverMod v2.2 - 02/09/2024:
* Reduced incidence of Reavers shooting Scarabs through buildings or cliffs.
* Reduced the Reaver's tendency to visually hang off the edge of cliffs or ramps.
* Added ragdoll death animations for Scarab attacks.
* Added a command card icon for Reaver's delayed attack when dropped from Warp Prism.
* Changed the placement of passive upgrades on Reaver's command card.
ReaverMod v2.0 - 01/29/2024 - MAJOR UPDATE :
* Reduced Scarab damage from 75 to 60.
* Reduced Scarab damage vs. Armored with the Ablative Pulse upgrade from 125 to 100.
* Scarabs now do 20 additional damage vs. Shields.
* Increased Reaver turn rate from 300 to 450.
* Scarabs no longer follow targets that are Blinking, Adept Shading or being Viper yoinked.
* Sentries are now able to make Reaver hallucinations.
* Disruptor has been removed from the Glossary.
* Scarabs are less likely to blow up too early. (Delay NoTarget Behavior)
ReaverMod v2.1 - 02/01/2024:
* Improved the Reaver's behavior when out of scarabs or when the attack is delayed (ex. dropped out of Warp Prism).
ReaverMod v2.2 - 02/09/2024:
* Reduced incidence of Reavers shooting Scarabs through buildings or cliffs.
* Reduced the Reaver's tendency to visually hang off the edge of cliffs or ramps.
* Added ragdoll death animations for Scarab attacks.
* Added a command card icon for Reaver's delayed attack when dropped from Warp Prism.
Why is the Reaver right for Starcraft 2?
In-depth critique of the Disruptor can be read here - Reddit, Pastebin.
- Reaver is not a polarizing 'all or nothing' unit. A single Disruptor is capable of wiping out thousands of resources in the span of 2 seconds, or doing no damage at all every 21 seconds. This is not good game design, especially when considering the strength of AoE damage in SC2 due to high unit density. In my own experience, and the testimony of others, microing the Disruptor (and against it) is a rather stressful exercise.
- Reaver can be balanced in many different ways. Reaver is dependent on the Scarab and the Warp Prism, which when balanced, in turn balance the Reaver. The Reaver also benefits from a variety of upgrades, including the Protoss Ground Weapons from the Forge.
- The Reaver's slow movement speed and Scarab mechanic make it unique. It cannot be deathballed with the main army, the Scarab pathfinding is quirky and interesting, Scarabs cost resources, and the Reaver is capable of running out of Scarabs mid battle. Additionally, the Reaver is a lot more viable as a harassment unit than the Disruptor; as currently a high level Protoss player is more likely to harass with a Colossus drop than a Disruptor drop.
- Reaver is an iconic Protoss unit. The Disruptor was not even featured in the Legacy of the Void campaign.
$175 ReaverMod Tournament - 02/25/2024, 13:00 EST, 19:00 CET.
Liquipedia Link
ReaverMod still needs a sample size of high level replays for further design and balancing. That's why I am hosting a $175 tournament for next weekend - https://challonge.com/5qzuy26u .
It is a go with at least 16 players and at least one GM player of each race. All matches are Bo3 with finals Bo5.
1st Place: $75
2nd Place: $45
3rd Place: $25
Best Terran Player: $15
Best Zerg Player: $15
ReaverMod Discord
The Discord will be used to manage the tournament, accept replays and handle all ReaverMod related discussions. Anyone is welcome to join!
If you happen to try ReaverMod ahead of the tournament - you are encouraged to submit ReaverMod replays to the Discord.ReaverMod may be patched before the start of the tournament.
A bit about me
The best example of my previous work would be the design article on Carriers. Its suggestion to reduce the ATP value of Interceptors from 20 to 19 has since been patched into the game.
I've achieved GM as Protoss in every expansion of Starcraft 2, and have maintained the highest ranks in Counter-Strike since 2015. Since 2010 I've watched countless replays of Blizzard RTSs and CS.