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Zerg vs mass void ray - Page 6

Forum Index > StarCraft 2 Strategy
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NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
May 10 2010 07:24 GMT
#101
I'd suggest to move initial overlords around map, if they see a voidray mass leaving his base, it'll still give you slightly more time to react.

Mass hydra and infestor with fungal spores and so on seem to drop them on their tracks, if your base isn't at edge of some platform you might want to try keep all those hydra burrowed before you pop fungal spores and try to unburrow about straight underneath them, resulting in them being pretty much taking the maximum damage and not being able to escape.
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
May 10 2010 14:10 GMT
#102
On May 10 2010 08:05 Klockan3 wrote:
Show nested quote +
On May 09 2010 16:35 Chen wrote:
On May 09 2010 01:02 Floophead_III wrote:
DO NOT GO AIR. Mutas are not cost effective and corruptors suck.

wtf? mutas are EXTREMELY cost effective vs void rays, i dont know what game you've been playing. considering the relative # of each unit due to cost and that mutas dictate where fights occur, mutas destroy void rays.
although it is a bad idea to go air vs void ray rush though mainly since you will never be able to get mutas out in time.

No, mutas do not counter voidrays. 2 mutas costs as much as a void ray (more if you consider that gas is more valuable and that it costs more food), comes later in tech and barely beats a void ray, they lose hard to the voidray if it starts charged. Trying to micro the mutalisks is useless since he can move while shooting and got way longer range giving him a lot of free shots if you try to do it so it is better to just stay and take the charged beam.

The only cost effective zerg counter is hydralisks, if you beat em with mutalisks it is because you outmacroed him.

mutas are not that bad against void rays, the problem really lies in the fact that if u build em he can come with 1 zeal 1 sentry 1 stalker and you lost.^^
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
Bibdy
Profile Joined March 2010
United States3481 Posts
May 10 2010 16:22 GMT
#103
Mutas kick the crap out of Void Rays if you run away before they hit 3rd charge and come back. They can't catch up with Mutas even with the speed upgrade

If he's already in your base and charged off your Queen or something, you could have problems, but any other time, you have no excuse.
beenizzle
Profile Blog Joined August 2007
United States141 Posts
May 10 2010 16:48 GMT
#104
verse very early voidrays like if he sends his first one you can make a few extra queens w/ a cost of only 150 mins its not a bad investment. which should buy you time to get hydra den if he continues to make more.
yesterday came suddenly
Wehrendzehrer
Profile Joined December 2009
United States7 Posts
May 10 2010 18:01 GMT
#105
Actually, I got the beta about a week ago, and as Tin_Foil says they're pretty cost-effective against Void Rays. Don't forget the Z can constantly produce them, one of the determining factors of the Zerg. Even if your first group of Hydras fail, having a good enough economy will let you still get sizable blobs of Hydras to fend them off. I habitually build spores in bases/expos to stall any nasty surprises like that and get Hydras on the scene when I need them. Don't expect anything wonderful from the static defense, though - losing buildings is damn hard to stop when you have Void Rays in your base. Keep your Hydras in a critical mass and micro them to maximize damage. Ambush, flank, cut off their retreats. If you've already got Infestors, keep them out of sight of the critical tech that the P will target. Immobile Void Rays are easy for Hydras to pick off.

With this in mind, the only times I've lost games to Void Ray pushes are when I had a 3-4 expo economy is when I A) didn't build Spores to stall, B) didn't upgrade and/or C) had comparatively poor macro, didn't micro, and didn't scout. Use your Overlords to see them coming and thus give yourself more time to anticipate the attack. Backstabbing the P is sometimes an option, if you feel you can produce more Hydras fast enough in the case it becomes a race.

Remember, though: leaving any opponent alone to their own devices is a bad idea. Keeping up harassment, macroing, and forcing the P to react is probably to best way prevent Void Rays from becoming an issue in the first place.
-:Theorycrafting, as usual.:- (._.)-b
goszar
Profile Joined February 2010
Belarus119 Posts
May 11 2010 13:05 GMT
#106
I also lost to mass Voids a couple of times (~1300 Platinum). One game I was shocked when my fast 5 hydras didn't kill a single one of 3 Voidrays (charged obviously). Mutas are not viable since patch 11. Advice of my Protoss clanmate is to make 3+ queens in addition to your hydras.
zGenesis
Profile Joined August 2010
United States2 Posts
August 12 2010 21:18 GMT
#107
i actually just played against this, the guy was a diamond player, went 4 zlot rush into voidrays didnt do much dmg to me i went 14 pool 14 hatch but this build is very hard to counter when the guy has 9 void rays and 5-6 phenoxes... they just tear apart mutas because they are so much faster and can shoot backwords. i teched up to ultralisks and just ramed his base, he had a lot of zlots and a few stalkers but they just ran right threw them and i would burrow them when the voidrays came and there health got lower, it takes voidrays a long time to kill an ultralisk so when he has 6-7 ultras in his base hes freaking out. throw up a bunch of sporecrawlers to try n defend ur base but it really doesnt matter the vr's roll through everything except my ultras w/ upgraded armor. so idk what youd like to do, but i just ignored the voidrays once they got to much and went for his base.
mend
Profile Joined August 2010
United States4 Posts
August 12 2010 21:28 GMT
#108
I thought necromancy was more of a war3 ability
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-08-12 22:06:07
August 12 2010 21:59 GMT
#109
If my opponent ever goes 1 gate core, regardless of the next tech building, I ling rush them to death. The exception of course is if they continue making gates, signifying warpgate push.

13p, 100gas speed, hatch after speed, mass ~36 ling

Just power that wall down. If he's trying to do any tricky early robo or VR, simply kill him before he can get it out.

Also, drone scouting as long as possible helps. Don't rely on your ovie scout. The drone scout also delays whatever he's trying to do and sometimes gets to the P base before an ovie can.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
OverSight
Profile Joined June 2010
United States104 Posts
August 13 2010 00:39 GMT
#110
I'll edit later with a replay. But I've found queens very cost effective. Provided you scout early enough you can easily build up enough queens to deter void rays. especially if they build up energy for transfusion. I usually have enough anyway as I play hatch tech to 3 base vs p and build up queens as mineral sink and anti air.
I have learned and I will thusly crush people. -Day[9]
RicoFeng
Profile Joined August 2010
China5 Posts
August 13 2010 02:51 GMT
#111
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




Void Rays have decresed range from 7 to 6 by a patch.
Hello
Skeyser
Profile Joined June 2010
Canada219 Posts
August 13 2010 03:01 GMT
#112
On August 13 2010 11:51 RicoFeng wrote:
Show nested quote +
On May 09 2010 00:58 baconbits wrote:
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




Void Rays have decresed range from 7 to 6 by a patch.


Look at the date of the post you quoted, may 9.
Anxiety
Profile Blog Joined May 2010
United States650 Posts
August 13 2010 03:06 GMT
#113
On August 13 2010 12:01 Skeyser wrote:
Show nested quote +
On August 13 2010 11:51 RicoFeng wrote:
On May 09 2010 00:58 baconbits wrote:
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




Void Rays have decresed range from 7 to 6 by a patch.


Look at the date of the post you quoted, may 9.


anyway, why was this thread bumped? lol may9.
Tvetan
Profile Joined August 2010
United States9 Posts
August 13 2010 03:09 GMT
#114
I f you need help with VRs, scout for Cyber, if you see it early get hydras asap. or use mutas and harrass with zlingsearly on to get that advantage over him. Early mass VRs is pretty all or nothing
Education is not the filling of a pail, but the lighting of a fire.
zGenesis
Profile Joined August 2010
United States2 Posts
August 13 2010 17:36 GMT
#115
the problem with that Tvetan, is that toss can go 4warp gw stalkers w/ blink upgraded just decimate hydras thats how i do my 4gw strat i open with a quick cyber so i can get citadel and upgrade blink... u cant just assume hes going vr's because of a cyber... also they could be going DT's
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