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Zerg vs mass void ray - Page 4

Forum Index > StarCraft 2 Strategy
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Fruscainte
Profile Blog Joined December 2009
4596 Posts
May 09 2010 12:37 GMT
#61
Lol @ VR Supporters

I can play games where 2.5 Hydra's (one low on health, for those who don't get it) take on 4 Void Rays. VR's suck vs Hydra's no matter what.
Yeld
Profile Joined April 2010
Austria106 Posts
May 09 2010 15:04 GMT
#62
Voidrays move faster than Hydras, they have greater range and can fire while moving, so no ammount of fancy micro (pulling back damaged hydra or something) can help you win with few hydras against a similar number of voidrays. 2.5 Hydras vs 4 Voidrays wouldn't even be close. The P would lose 1 VR at best (if he wouldn't focus fire at all) so i am really curious as to how you wanna achieve what you claim.

Tidesson
Profile Joined April 2010
55 Posts
May 09 2010 15:21 GMT
#63
How can someone lose with hydras against void rays? I just don't get it. The other guy must have had a massive econ advantage, and at that point he could have probably won with basically anything. Mass hydra > mass void ray any day
Bobby Kotick: from now on, this company shall be called BeLizard. Derp derp.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-05-09 15:59:43
May 09 2010 15:59 GMT
#64
Has anyone even looked at the replay? The Protoss had like 40% more income the entire match and his army was 20-25 food larger than the Zerg's.

The Void Rays beat them through sheer force of numbers, and none of them ever hit full charge.

If you think VRs are overpowered because of the OP, you're a dumbass.
DeeD
Profile Joined May 2010
Sweden88 Posts
Last Edited: 2010-05-09 16:20:47
May 09 2010 16:15 GMT
#65
Well I'm a new player but theres lots of things you could have done better in that game:
- Micro/stall his zeals by kiting, remember that creep gives you a speed boost
- Spore crawlers (more of them in case he decides to harass minerallines)
- Attack or expand earlier, having 2 bases in this situation is simply not enough if he turtles
- Spread creep with a queen/OL
- Larva vomit more frequently
- Focus on spending your resources instead of letting them build up for no purpose

But most of all, micromicromicro. You gain no advantage whatsoever by just a-clicking with the army composition he has..
Rising_Phoenix
Profile Blog Joined April 2010
United States370 Posts
May 09 2010 16:37 GMT
#66
Things like this is are why I think zerg's lack of AA are really hurting zerg. I mean I lost to a voidray rush which I knew was happening. I immediately switched tech to straight hydras, got my evo chamber down for spores, but forgot to get a 2nd queen. Because of my lack of 2nd queen, I lost to the push. Also my hydra den was really late. It's just so hard for zerg to counter fast air on maps such as Scrap Station and Desert Oasis because of the super short air distance and the super long ground distance. You really would need to watch out for VR cheese constantly to make sure that you can move out okay without getting really heavily punished.

My thoughts is as soon as you see or even think VR is coming, plop down an evo chamber, get hydra tech, and start getting pumping queens as a holder. IT will also allow you to macro better late game and spread creep faster, though I still dislike it because it makes your counter such a predictable liability any good P player can quickly switch tech and just cream you.
Early to bed and early to rise, makes a man stupid and blind in the eyes
Vexx
Profile Blog Joined March 2010
United States462 Posts
Last Edited: 2010-05-09 16:47:58
May 09 2010 16:46 GMT
#67
On May 09 2010 00:14 University wrote:
2. notice timings and guess that Void Rays are coming out (early)
3. Completely alter build (unless you were planning fast hydra I guess..) and build correct tech
4. Micro hydras against Void Rays on ridiculous Blizzard Maps.

It's not that Void Rays are imbalanced, they're just really not fun to play against because of the skill difference it takes to counter them. I have to be far better than my enemy in order to deal with VRs and at my level it is just awful and not fun. I think a lot of people are feeling the same way.

For me, Void Rays completely force my hand, and if I am late by just a small timing they decimate my base. On some maps, Void Rays can snipe tech placed in the back of the base while out of range of marines and hydras, which is ridiculous. I think part of the problem is the maps, which have all this ridiculous space on the outsides, and the part of the problem is that they force the Zerg into a very predictable tech pattern.

I'm not saying they're imbalanced, I'm just pitching some of the reasons they are really not fun for lower level players who don't quite have the APM to scout, macro, tech, and micro at 100%. I know that I need to just be better, and that if my play were tighter I could get an advantage out of knowing they're going Void Rays, but right now I just struggle a lot against this tactic, which I think is a common feeling among gold/silver players.


This is it right here. Look no further. It is so easy to build a couple void rays without changing your main army while it is a pain in the ass to deal with them with no real solution besides altering your build to counter one stupid unit.

It's not just low levels. Defending against void rays is as boring as it gets.

"Wow! You noticed that blizzard downgraded zerg anti-air between sequels and buffed your air repertoire significantly? You're so clever for getting void rays."
I am not nice.
Fruscainte
Profile Blog Joined December 2009
4596 Posts
May 09 2010 17:05 GMT
#68
Zerg has plenty of AA. I don't know why people think it's so bad, Hydra's do so great with the range upgrade and 1-1 upgrades; which you should be getting no matter what. I mean, this guy got 4 carriers and like, 7 hydra's held him off (I got replays too if necessary)
Vexx
Profile Blog Joined March 2010
United States462 Posts
May 09 2010 17:24 GMT
#69
On May 10 2010 02:05 Fruscainte wrote:
Zerg has plenty of AA. I don't know why people think it's so bad, Hydra's do so great with the range upgrade and 1-1 upgrades; which you should be getting no matter what. I mean, this guy got 4 carriers and like, 7 hydra's held him off (I got replays too if necessary)


The point is that getting GtA conflicts with expanding or any other plans you had. This leads to a very stale "safe" build for zerg against POSSIBLE air because you can't apply early pressure properly and tech while expanding.

I love hydras. I think they are strong as hell. But I'm tired of being forced to get them. Terran does not need to alter their build to accommodate a void ray attack, neither does toss.
I am not nice.
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
Last Edited: 2010-05-09 17:32:25
May 09 2010 17:29 GMT
#70
i dont think its so good to FE as Zerg vs toss anymore since 90% of all toss players go Voidrays
edit: i played alot of toss nubs lastnight a guy in plat with 50 APM and went 2gate and transition into voidray , its like the ultimate counter to FE , first he pressure you so you cant "drone pump" and FE makes you get slower lair and then voidrays fuck you all over. i stopped FE for now :/
i dunno lol
mesobored123
Profile Joined March 2010
United States62 Posts
Last Edited: 2010-05-09 17:37:20
May 09 2010 17:36 GMT
#71
you could have scouted more with overlords, expanded creep more with tumors or overlords, get creep crawlers and push them to his ramp or natural, get more drones at natural, expoed once more instead of attacking, get a queen at natural, if you sent your drones to attack the zealots in the first push with your lings and queen you could have held that off waaaay faster.

Your economy sucked even if you were 2 bases to his 1 he still had better economy than you. You didn't have to pump those extra lings after that first zealot attack (lings generally suck vs zealots unless you surround and out number them) they could have been roachs (who are good against zealots) or drones (for better economy). He didn't even harass you with VR and you still had a bad economy. VR isn't your problem, your problem was your bad economy and you decision to attack. Oh and for half the game you didn't even use your natural hatch and it had 3 larva all the time.

And the map was scrap station what did you expect?
chiss
Profile Joined April 2010
Australia27 Posts
May 09 2010 17:37 GMT
#72
On May 08 2010 23:53 Tin_Foil wrote:
Don't listen to matt....

I know this is going to sound unhelpful, but hydras are cost effective versus voidrays, so he probably just macroed better. Another thing is to catch the VRs while they don't have a charge. having charge up makes VRs about twice as good.


Twice as good vs Non-Armored.

A hell of a lot gooder against Armored! (5x Better)
blade55555
Profile Blog Joined March 2009
United States17423 Posts
May 09 2010 17:46 GMT
#73
On May 09 2010 00:58 baconbits wrote:
Show nested quote +
On May 09 2010 00:31 Piousflea wrote:
Hydras don't just beat void rays, they completely dominate them. Once they are range upgraded they have the same range as VRs, so microing the VRs does not help against hydras.

Mutas will also beat void rays and the VRs can't run away from mutas, but mutas come too late to help against a true VR rush. Always go hydras.

Do NOT try to use corruptors against VRs. Corruptors don't get any bonus damage against VRs, VRs get bonus damage against corruptors, the corrs will get trashed.



Void Rays are range 7
Hydralisks are range 6 with upgrade, voids still outrange.

And hydras only work in an even engagement, aka, voids are not charged yet.

If you expect to take out 8+ voids with hydras, when voids are fully charged, you're gonna lose your hydras. 8 fully charged voids will insta-gib 2 hydras every damage tick


lol? If he's massing void rays and your massing hydra's you should easily have more hydra's then he has void rays... If he has had the time to make 8 void rays you should have had the time to make a lot more hydra's.
When I think of something else, something will go here
Phokus
Profile Joined April 2010
United States31 Posts
May 09 2010 17:48 GMT
#74
sorry didnt watch rep so i dont know if u did any of this.
1. once u hit lair tech the first thing u should ALWAYS get is the overlord speed.
2. sac overlords for scouting ( easy as pie for anyone ) no need for crazy apm. DONT BE STUPID AND SUPPLY BLOCK YOURSELF
3. if u see the early core drone HARD you will have SUCH the advantage if u stop the VRs.
4. get an early evo chamber up and be ready to drop spores
5. EXTRA queens are invaluable. just let 2 sit at your base AND expo (if u have one) and let them interchange spawn larv. this should give them PLENTY of mana to heal each other back and forth. by the time they can widdle either queen down the other 2 from your main/expo should be there. not to mention how much quicker they will be there if a nice creep highway between bases.

the VR rush NEEDS to do lots of damage so u will see 1.. 2 at first. this right here is key u MUST beat the first couple and if u do, u win.

i have no problems with OL scout into a few extra queens, stopping the attack, and pushing his one base over with mass roach.

i FE in every MU. if u scout u are prepared.

p.s usually (excluding good players) if they are VR rushing there will be minimal to no scouting on their end. so they will be playing in the dark.
wait...what?
lipebra
Profile Joined August 2009
Brazil130 Posts
May 09 2010 17:53 GMT
#75
I guess they should change the void ray range from 7 to 6....... becouse hydra have 5...... or 6 .... so then out range then...... and have the same range as the spore colony..... so it is to strong against zerg anti air....
Anxiety
Profile Blog Joined May 2010
United States650 Posts
May 09 2010 18:02 GMT
#76
Cant u micro mutalisks? Dart in and damage then fly out of range until the VR's run out of charge.
Meatloaf
Profile Blog Joined May 2010
Spain664 Posts
May 09 2010 18:08 GMT
#77
no problem dealing with voidrays if you have marines and a glorious ghost to EMP 'em!!
Lollersauce
Profile Joined April 2010
United States357 Posts
Last Edited: 2010-05-09 18:19:28
May 09 2010 18:19 GMT
#78
VR's have a ridiculous range, considering the potency of the unit. It would be ok if they had to get in a little closer to attack, but as it is now it's way too easy for VR's to dodge damage, while still making sure to do theirs.
puril
Profile Joined April 2010
United States43 Posts
May 09 2010 18:19 GMT
#79
i watched replay. OP lost to zealot rush and a superior economy, not really void rays. he could have built almost any unit and still won.

OP's micro on first battle was bad. you should not lose queen to a few zealots, and roaches can hit and run against zealots until you spawn enough to swarm them. I think in this case, you should have gone mutas rather than hydras. hydras are easy to push while you already have an advantage, but since you were already behind 5 mins in. the logical choice would have been mutas, try to keep him in his base, while u catch up in drone production, and try to make him over commit, while u tech switch to hydra.

to summarize:
1. dont lose queen
2. work on roach micro vs. zealots (move stop move stop etc)
3. dont go hydras if you are so far behind.
Highwayman
Profile Joined March 2010
United States181 Posts
Last Edited: 2010-05-09 18:40:27
May 09 2010 18:32 GMT
#80
Hydras do well in the right numbers, but that's not the point. The point is the timing is very difficult for most Zerg players, while the Protoss player can have almost no skill to pull it off. Hydras also die extremely fast to void rays so you basically have to have the right amount to repel it all at once. If you're spawning them as the void rays are already in your base there's no amount of micro that will defend them. With that said, it's pretty much a cheese that people will learn how to defend. Even though it's really frustrating, I think you're better off sticking to learning how to defend it because it will make you a better player in the long-run.

1-basing is a poor response to all the cheese Terran/Protoss can throw at you because your income will most often be at a disadvantage (especially vs Terran) and you will probably lose to anybody good anyway. You'll feel safe and things will be less stressful and unpredictable, but you're just hindering yourself. One thing I've noticed is that just getting a hatchery down and not putting drones mining at it for a while so you can defend all of the BS is very advantageous because you can immediately saturate it and take a huge income lead at the precise moment you defend. Not only that but it gives you a better place to ramp up on spine crawlers in the face of a heavy early ground attack, and when you put a FE down there's some psychological trigger in almost every player's mind that says "attack now!" so you can use it as bait to bring them to your defensive advantage. Spine/spore crawlers are your friends vs this mentality. I would say just be careful about making too many spore crawlers without scouting a commitment to air, while you can be more liberal with spine crawlers because you can push the line further throughout the game. Getting an evo chamber down with your hydra den is reasonable because you'll want to get +1 ranged attack anyway, and you can make 1-2 spore crawlers along with a few hydras. It seems to me that skipping either one is probably a bad idea.
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