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.
Zerg vs mass void ray - Page 6
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NeonFlare
Finland1307 Posts
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
United States9218 Posts
On May 10 2010 08:05 Klockan3 wrote: 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.^^ | ||
Bibdy
United States3481 Posts
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
United States141 Posts
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Wehrendzehrer
United States7 Posts
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. | ||
goszar
Belarus119 Posts
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zGenesis
United States2 Posts
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mend
United States4 Posts
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zomgzergrush
United States923 Posts
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. | ||
OverSight
United States104 Posts
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RicoFeng
China5 Posts
On May 09 2010 00:58 baconbits wrote: 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. | ||
Skeyser
Canada219 Posts
On August 13 2010 11:51 RicoFeng wrote: Void Rays have decresed range from 7 to 6 by a patch. Look at the date of the post you quoted, may 9. | ||
Anxiety
United States650 Posts
On August 13 2010 12:01 Skeyser wrote: Look at the date of the post you quoted, may 9. anyway, why was this thread bumped? lol may9. | ||
Tvetan
United States9 Posts
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zGenesis
United States2 Posts
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