|
So, i've just been beaten by a mass voidray attack.
I went for a 14 pool 16 hatch. He got some early zlots and did some dmg.
I managed to scout his double stargate and started making hydras. I then tried to move out but my hydras just died to his mass of void rays.
Any tips on how I should beat this? or any other tips regarding my gameplay 
replay:
http://www.sc2rc.com/index.php/replay/show/4142
|
a lot of people just like easy wins that take no skill by massing air units. its why i dont play ladder matches anymore 4 out 4 matches all of them massed air.
|
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.
|
after i lost 4 of 4 matches i stopped laddering as well.
|
On May 08 2010 23:55 Roqu wrote: after i lost 4 of 4 matches i stopped laddering as well. So your solution to mass void rays is... stop playing? Yeah that's going to deter people from using them.
|
On May 08 2010 23:49 matt09 wrote: a lot of people just like easy wins that take no skill by massing air units. its why i dont play ladder matches anymore 4 out 4 matches all of them massed air.
It looks like we've found "that guy" folks.
|
Hydras, corrupters, and mutas will all work. As a protoss player, I find the best place to use void rays is at the opponent's base since I can always keep my charge up on their buildings. In the middle of nowhere, or in my own base, I can't do that. So try to engage with void rays at their baes, or intercept them when they are sending their void rays over to your base. With corrupters and mutas, just keep dancing back and forth so the void rays can't charge. Hydras usually tear through void rays on an open field, but when fighting cliff to air or at a choke, void rays will have the upper hand.
|
Void rays are just so difficult to deal with for lower level players, because of the skill gap in using different units.
Void Rays: 1. build right buildings and make probes 2. build void rays, press C a few times 3. Micro void rays (not incredibly difficult)
Countering Early Void Rays: 1. scout early and spot cyber core 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.
|
On May 08 2010 23:49 matt09 wrote: a lot of people just like easy wins that take no skill by massing air units. its why i dont play ladder matches anymore 4 out 4 matches all of them massed air.
Definitely Starcraft is not for someone like you then. Dont get me wrong Im not saying SC2 doesnt fit u just bcuz uve lost 4 games to mass VR but bcuz of the decision u took after losing those games. See, if u wanna get better then ull have to keep laddering and studying ur replays, then after a decent period of time ull not only be able to defeat that VR opening but also many other different BO's. You just stop laddering cuz ppl r using VR against u? LOL. People will find out another way to defeat Zergs early game, what will u do then? Quit Custom Games? then quit SC2? lmao.
|
On May 08 2010 23:55 Roqu wrote: after i lost 4 of 4 matches i stopped laddering as well. LMAO this is hilarious. It really is. Ima take that as a joke cuz seriously I cant think about it as a real thing. What I do see is you losing the next 2 to 3 games and then quitting SC2. GL with that.
|
VR's get a bonus against corrupters actually, its kind of weird but yea corrupters are not a counter to VR. Mutalisk get an attack bonus against VR's though so your better off just massing muta's against them, plus it gives you a nice transition back onto the offensive. Personally I prefer hydras simply because the spire can take too long to get out sometimes before his VR's are in your base.
|
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.
|
If he had a mass of void ray (anywhere more than 3), it was your fault if you lost. It means you didn't scout, harass or attack enough.
|
If you hadn't gotten hurt so much by that zealot rush you would have been much better off economically to fight the VRs. Here is a replay that shows my build to counter a Zealot rush, its just become my generic opener vs toss.
I also noticed you don't do the extractor trick, which this replay will show.
http://www.sc2rc.com/index.php/replay/show/4155
Build Extractor at 13, transfer 3 drones to it when its done At 14 build Pool. While Pool is constructing build drones to 17. When Pool finishes send a drone to build a 2nd extractor and start a queen, then cancel the ext and send the drone back to work. Also build 2 sets of lings and immediately start roach warren. When the queen finishes you'll have enough gas to immediately upgrade to a Lair. Vomit on the hatch with the queen, then start making roaches as soon as you can. Typically ~5 roaches will hold a 2gate rush. Send out the lings to scout for the rush and try to use micro to pull the zealots further away, giving more time for your roaches to build.
If theyre all in zealot rushing you can then push with your roaches and normally win. (I've come across alot of all-in zrush players in gold and silver) but if they're not:
I use Mutas to counter voidrays preemptively. This strategy lets me build a spire very quickly once I've managed the zealots and then get mutas up and running. Its in this time after Ive countered the rush that I expand, typically favoring a rich mineral patch thats a bit further than my natural.
As long as you get mutas faster than they get VRs you can do enough economy harass to keep them on the defensive (until they cannon themselves in -.-) but it will definitely give you enough time to recoop or at least throw off their fast VR strat.
Also I agree with University, VRs take significantly less skill to get rolling than their counter strategies. I feel like every time I'm going against a toss player thats going air I need to be on my A game or I'll get shat out, where as the Toss player can just chillax and crank out more void rays. Its not that they're imba, because they can be countered by a formula, but they are definitely more effective than they are difficult to produce/control/execute.
|
On May 09 2010 00:36 ultfrisbee wrote: If he had a mass of void ray (anywhere more than 3), it was your fault if you lost. It means you didn't scout, harass or attack enough. This isn't true at all
If he had more than 3 void rays it means that he wasn't stupid and actually kept them alive instead of just suiciding them. Void rays are more effective as their mass builds up, not less effective. You would know this if you watched streams, hopefully you actually have beta.
|
I just went against a Toss that massed VR's, or well sort of did. He got 9 or 10. Basically, the pro tip is to just make like, five or six Spore Colonies at each expo and your main, and then sending out your hydra force. Make sure you at least got 1 attack for your Hydra's, 1-1 upgrades make it just utter ridiculous vs Void Rays that are almost always un-upgraded in lower-mid level play. He can't engage your buildings, too well (I believe Spore's have the same range as VR's, every time this guy tried to attack a building my SC's just wrecked him). And if you lost a battle to VR's with mass Hydra, you're doing something wrong; at least in my experience.
|
On May 09 2010 00:14 University wrote: 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.
This is actually the part that worries me. I have a hard time against VRs as well, but prior to the last patch I often went for fast muta to do some harassment and I was able to hold off the VRs about 50% of the time. Post this patch though I'm really concerned because early muta in low numbers isn't viable against toss anymore because of how badly the nix owns them. That means I have to go hydra to have any chance against VR so he can make 2 VR force me to go hydra, then switch to colossi and I'm in a world of hurt.
ZvP used to be my best match up, since the patch I'm really afraid of it, lol. If anyone has any suggestions for how to deal with this that would be great. Sacking overlords to scout doesn't always work. They don't have speed by the time you have to decide what tech building to use, and a properly blocked choke will deny you the ability to scout them. Do we always mass hydra while playing in the dark now?
|
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
|
DO NOT GO AIR. Mutas are not cost effective and corruptors suck. If P is having success with voidrays to begin with he'll probably get voidray speed eventually in which case your mobility advantage is gone and you're totally boned. In addition he can easily switch to phoenix to kill the mutas off.
Go pure hydras and get infestors. Fungal growth will keep voidrays from running allowing your hydras to kill them. Don't be afraid to make a lot of spores too to defend new expos. It's very hard to defend 3+ bases with hydra alone, especially if you don't have creep highways.
|
If you opponent masses voidrays that early, get hydras to defend, be ready to give up a hatchery, and send zerglings in his main. He shouldn't have much to defend.
The most important thing about voidrays is that they need to be charged up. They are incredibly strong when charged against every unit, but abysmal when they are not. Abuse that fact, and kite them around to coerce them into loosing the charges.
|
On May 09 2010 01:02 Floophead_III wrote: DO NOT GO AIR. Mutas are not cost effective and corruptors suck. If P is having success with voidrays to begin with he'll probably get voidray speed eventually in which case your mobility advantage is gone and you're totally boned. In addition he can easily switch to phoenix to kill the mutas off.
Go pure hydras and get infestors. Fungal growth will keep voidrays from running allowing your hydras to kill them. Don't be afraid to make a lot of spores too to defend new expos. It's very hard to defend 3+ bases with hydra alone, especially if you don't have creep highways.
this sounds like the proper initiative, take your third, make spores and keep up the hydra production and eventually get a few infesters to support them.
Ive been having alot of trouble with this sort of tech because it comes so early, compared to me when i do a 14 pool/ hatch i barely get out enough queens and spores to deflect the initial 2 rays ,or worse one phenix one ray.
What really janks my chain or basically every time any race goes air and i stick to ground is that my overlords get shot down and i end up fighting in the dark.
after the first voidrays, you dont know if hes going to commit to air or if hes going to switch back to collossii.
|
On May 09 2010 01:04 DragonDefonce wrote: If you opponent masses voidrays that early, get hydras to defend, be ready to give up a hatchery, and send zerglings in his main. He shouldn't have much to defend.
The most important thing about voidrays is that they need to be charged up. They are incredibly strong when charged against every unit, but abysmal when they are not. Abuse that fact, and kite them around to coerce them into loosing the charges.
The issue with kiting is that VR can charge on a friendly unit like a zealot before going into your base and the charge remains for quite some time. The only real "counter" is 2-1 ratio of hydras, and isn't necessarily easy.
On May 09 2010 01:22 Madkipz wrote:Show nested quote +On May 09 2010 01:02 Floophead_III wrote: DO NOT GO AIR. Mutas are not cost effective and corruptors suck. If P is having success with voidrays to begin with he'll probably get voidray speed eventually in which case your mobility advantage is gone and you're totally boned. In addition he can easily switch to phoenix to kill the mutas off.
Go pure hydras and get infestors. Fungal growth will keep voidrays from running allowing your hydras to kill them. Don't be afraid to make a lot of spores too to defend new expos. It's very hard to defend 3+ bases with hydra alone, especially if you don't have creep highways. this sounds like the proper initiative, take your third, make spores and keep up the hydra production and eventually get a few infesters to support them. Ive been having alot of trouble with this sort of tech because it comes so early, compared to me when i do a 14 pool/ hatch i barely get out enough queens and spores to deflect the initial 2 rays ,or worse one phenix one ray. What really janks my chain or basically every time any race goes air and i stick to ground is that my overlords get shot down and i end up fighting in the dark. after the first voidrays, you dont know if hes going to commit to air or if hes going to switch back to collossii.
Colossus is quite a time expensive (and cost expensive) tech venture if he started with Void Rays. That should give you a lot of time to tech/expand/mass.
|
Quite frankly, I've seen so many T/p rush to tier 2 that I delay my expo until I get my lair tech going.
My hydras take out their first voidrays right as my expo kicks in, toss up some spore crawlers, and I knock on their front door to win or cripple.
Void rays are one of the ways toss punishes Zerg for fast expo. Other solutions I've seen are getting three queens and microing/using transfusion.
|
just get 4 queens when you scout and see the void rays till you get the right counter (hydras). i don't see how zergs lose to void rays.
|
On May 09 2010 00:56 SadSatyr wrote:Show nested quote +On May 09 2010 00:14 University wrote: 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.
This is actually the part that worries me. I have a hard time against VRs as well, but prior to the last patch I often went for fast muta to do some harassment and I was able to hold off the VRs about 50% of the time. Post this patch though I'm really concerned because early muta in low numbers isn't viable against toss anymore because of how badly the nix owns them. That means I have to go hydra to have any chance against VR so he can make 2 VR force me to go hydra, then switch to colossi and I'm in a world of hurt. ZvP used to be my best match up, since the patch I'm really afraid of it, lol. If anyone has any suggestions for how to deal with this that would be great. Sacking overlords to scout doesn't always work. They don't have speed by the time you have to decide what tech building to use, and a properly blocked choke will deny you the ability to scout them. Do we always mass hydra while playing in the dark now?
If you go hydra, and you expect him to go collosus, then now the shoe is on the other foot and you are forcing HIS hand. Use that.... its the whole point oif a strategy game. It'll be really funny when you kill his rays with 8 hydras, then when collossi show up, like you knew they would, your infestors you made in advance win you the game.
|
voidrays softcounter fast expand, since it takes a bit longer for you to tech up. Against protoss, it might be wise to send an early drone to scout, and if you see them go early core, don't fast expand and either fast tech to hydra or mass speed lings/baneling, which should still give you the advantage since going voidrays puts a significant dent in the protoss's economy.
|
one thing you need to remember is that VR are fucking expensive for toss players
|
United States2503 Posts
I watched the initial replay in the OP, and it just seems like a poor build order against the Protoss' plan, and then a poor strategic decision to attack from behind at the end.
1) He starts with a fast 2 gate zealot rush that catches you offguard. You end up losing 900 minerals of units to his 500 minerals, and lose a queen during your Lair teching.
2) Despite being on a fast second base, you were always behind the Protoss in income throughout the entire game. This was only exacerbated as the game went on and the Protoss took a second base.
3) After you fell-behind early, you massed up units for an all-in near the end of the match. This would seem to be a mistake as you've been behind in economy all game so it stands to reason that marching across the map into the Toss' base would result in you experiencing a much larger force.
4) You don't scout ahead of your attack meaning that you don't realize what his unit comp is until you see the void-rays.
5) You attacked 12 Zealots, 1 Immortal, and 8 Void Rays with 9 Zerglings, 15 Hydralisks, and 2 Roaches. You had 5 Hydralisks en route but hadn't arrived yet, and 1 Zergling was at the watch tower.
6) Your queen had 200/200 energy when you pushed your attack and you had no queen at your expansion.
I just think there's a lot of things wrong with this replay before talking about the potential strength of Void Rays. I'm not saying you're bad, but I think just attributing the loss to OP massing of air is mislabeling it a fair fair bit. The first Void Ray didn't even hit until the 9min mark, and he only had 8 zealots to your (at that time) 12 Zeglings, 3 Hydras, and 2 Roaches. If you had spent a little more time/focus macro'ing early game after the rush you could have flown right into that timing window and done some significant damage.
EDIT: Just double checked again and your queens only vomited larva 3 times total in an 18 minute match while you had two hatcheries up from the 4:30 mark and had a queen up initially at 4:35.
|
Place tech in the middle of your base, that way you can maximise the time hydras can damage the void rays since most blizzard maps are gay and has empty space at the edges (where hydras can obviously not move to)
|
I think once void ray is charged up they are most cost effective unit in the game probably?
|
On May 09 2010 00:24 danbel1005 wrote:Show nested quote +On May 08 2010 23:55 Roqu wrote: after i lost 4 of 4 matches i stopped laddering as well. LMAO this is hilarious. It really is. Ima take that as a joke cuz seriously I cant think about it as a real thing. What I do see is you losing the next 2 to 3 games and then quitting SC2. GL with that. It is probably going to happen to you as well. Though, I think you did top out at D-, so you might be a top plat player in SC2.
|
According to DUSTIN BROWDER aka the strategy god himself, you are supposed to get infestors to counter void rays. Don't let that NP research time deter you, just do it and you shall win.
|
you didnt lose to void rays, you lost to the initial zealot attack, after that point he could pretty much make any army and still stomp you
|
When i play Zerg i almost always just assume voids and move towards hydras, as long as you keep scouting, you should be able to counter any early agression with roaches, and then when lair pops Hydra den goes up immediately. A couple hydras and your queen should be able to stop a few voids until you can push
|
just make infestors and steal his void rays, and lol@him. infact just make nothing but infestors, you can fungal growth and steal units all day long while they are immobilized. Imo, infest his void rays then growth his zealots and use his own void rays to kill him.
|
Hydras should dominate void rays. You were probably just behind economically and would have lost to other strategies.
|
If you can learn the lalush build, you should be able to counter void rays fairly easily... especially if you use your overpool zerglings to scout his base a decent amount. If the protoss has two gas, and you can stay long enough to see if he is putting down another gateway or not you should be able to figure out what he is doing... on top of that you should already be on your way to hydras. The few times i have done this in lower ranked platinum matches I have hydras popping right about the time when the voids show up in my base. If they rushed rays, and now you have your hydras, the game should be pretty much yours. (from what I have experienced at least, I may be wrong)
|
On May 09 2010 03:47 Lollersauce wrote: According to DUSTIN BROWDER aka the strategy god himself, you are supposed to get infestors to counter void rays. Don't let that NP research time deter you, just do it and you shall win.
he doesn't say use infestors to counter early void rays he said it's now an option to counter void rays (obviously later in the game). unless of course you've talked to him yourself and know exactly what all of his strats are.....
|
On May 09 2010 04:26 panther1389 wrote:Show nested quote +On May 09 2010 03:47 Lollersauce wrote: According to DUSTIN BROWDER aka the strategy god himself, you are supposed to get infestors to counter void rays. Don't let that NP research time deter you, just do it and you shall win. he doesn't say use infestors to counter early void rays he said it's now an option to counter void rays (obviously later in the game). unless of course you've talked to him yourself and know exactly what all of his strats are.....
Yeah, too bad Zerg needs help against early void rays and not really "later in the game".
|
On May 09 2010 04:26 panther1389 wrote:Show nested quote +On May 09 2010 03:47 Lollersauce wrote: According to DUSTIN BROWDER aka the strategy god himself, you are supposed to get infestors to counter void rays. Don't let that NP research time deter you, just do it and you shall win. he doesn't say use infestors to counter early void rays he said it's now an option to counter void rays (obviously later in the game). unless of course you've talked to him yourself and know exactly what all of his strats are.....
I got rushed in a custom game (the guy was low level so this is just really a poor example but I figured I would share anyway) I had just fast teched straight to infestors to see what i could do with them. I had about 5 out when he pushed the rocks in blistering with an army of stalkers, zealots, and 2 void rays two of the infestors mind controlled the fully charged rays, while the others just chain fungal'd his army... it was pretty funny.
On the topic of rays, when the enemy gets to a large amount of rays, they really reach somewhat of a critical mass, where all of them focus firing even with their small beam, instagibs units almost instantly... and since their damage is nearly instant from when they fire, they just slice through their targets insanely fast. If you are zerg and dont just have an overwhelming amount of units to push through it, you are kind of screwed. I see infestors being able to devastate something like that (though to be honest I have only seen void rays in this amount on 2v2 games)
|
On May 08 2010 23:49 matt09 wrote: a lot of people just like easy wins that take no skill by massing air units. its why i dont play ladder matches anymore 4 out 4 matches all of them massed air.
AHAHAHAHAHAHAHAHAHAHAHA + Show Spoiler +HAHAHAHAHAHAHAHAHAHAHAHAHAHA
Anyway to OP, start getting hydras right away, like take your gas sometime around your 2nd hatch, lair with 100 first gas, hydra den as soon as you can etc, hydras are great at defending agains the timing push aswell, you could do well to build them early on almost every game
|
On May 09 2010 04:40 Lollersauce wrote:Show nested quote +On May 09 2010 04:26 panther1389 wrote:On May 09 2010 03:47 Lollersauce wrote: According to DUSTIN BROWDER aka the strategy god himself, you are supposed to get infestors to counter void rays. Don't let that NP research time deter you, just do it and you shall win. he doesn't say use infestors to counter early void rays he said it's now an option to counter void rays (obviously later in the game). unless of course you've talked to him yourself and know exactly what all of his strats are..... Yeah, too bad Zerg needs help against early void rays and not really "later in the game".
i agree with you there i got owned by it 2 games in a row yesterday. the one time i was preparing for it (in a later game) i got zealot rushed while fast teching to hydras.
|
On May 09 2010 04:56 panther1389 wrote:Show nested quote +On May 09 2010 04:40 Lollersauce wrote:On May 09 2010 04:26 panther1389 wrote:On May 09 2010 03:47 Lollersauce wrote: According to DUSTIN BROWDER aka the strategy god himself, you are supposed to get infestors to counter void rays. Don't let that NP research time deter you, just do it and you shall win. he doesn't say use infestors to counter early void rays he said it's now an option to counter void rays (obviously later in the game). unless of course you've talked to him yourself and know exactly what all of his strats are..... Yeah, too bad Zerg needs help against early void rays and not really "later in the game". i agree with you there i got owned by it 2 games in a row yesterday. the one time i was preparing for it (in a later game) i got zealot rushed while fast teching to hydras.
Thats what overlords, and scouts are for. If you see him go 2 gate, its time to put down some spines and some lings.... (usually by the time you see this, its probably too late to go for roaches)
|
On May 09 2010 02:13 Takkara wrote: I watched the initial replay in the OP, and it just seems like a poor build order against the Protoss' plan, and then a poor strategic decision to attack from behind at the end.
1) He starts with a fast 2 gate zealot rush that catches you offguard. You end up losing 900 minerals of units to his 500 minerals, and lose a queen during your Lair teching.
2) Despite being on a fast second base, you were always behind the Protoss in income throughout the entire game. This was only exacerbated as the game went on and the Protoss took a second base.
3) After you fell-behind early, you massed up units for an all-in near the end of the match. This would seem to be a mistake as you've been behind in economy all game so it stands to reason that marching across the map into the Toss' base would result in you experiencing a much larger force.
4) You don't scout ahead of your attack meaning that you don't realize what his unit comp is until you see the void-rays.
5) You attacked 12 Zealots, 1 Immortal, and 8 Void Rays with 9 Zerglings, 15 Hydralisks, and 2 Roaches. You had 5 Hydralisks en route but hadn't arrived yet, and 1 Zergling was at the watch tower.
6) Your queen had 200/200 energy when you pushed your attack and you had no queen at your expansion.
I just think there's a lot of things wrong with this replay before talking about the potential strength of Void Rays. I'm not saying you're bad, but I think just attributing the loss to OP massing of air is mislabeling it a fair fair bit. The first Void Ray didn't even hit until the 9min mark, and he only had 8 zealots to your (at that time) 12 Zeglings, 3 Hydras, and 2 Roaches. If you had spent a little more time/focus macro'ing early game after the rush you could have flown right into that timing window and done some significant damage.
EDIT: Just double checked again and your queens only vomited larva 3 times total in an 18 minute match while you had two hatcheries up from the 4:30 mark and had a queen up initially at 4:35.
Thank you 
but how can I be behind even though I have 2 bases?
|
i still love how they can switch targets and be fully charged.
|
I just faced this in one of my ladder matches on Scrap Station. I managed to get some hydras to defend, with a few mutalisks since I teched stupidly. I was able to hold it off and fight for the win once I got a couple infestors out to mind control some Void Rays.
|
even when fully charged, it's only 10(+1) / 0.6 seconds against non-armored units. ... and the toss air upgrades are quite expensive.
so... being ahead in armor upgrades helps quite a bit; slightly more than upgrading the 12 dmg of a hydra by 1.
|
United States2503 Posts
On May 09 2010 05:37 folke123 wrote: but how can I be behind even though I have 2 bases?
It's based on workers, not so much bases. Sure, adding bases means that you get more larva (good) and more capacity (more minerals to mine, more geysers to tap) but you need workers to take advantage of that capacity. Throughout the game you always had less drones than he had probes. This meant you were always getting less gas and less minerals than him.
Because of that he could just make more than you, and there wasn't much you could do about it unless you hard countered him.
|
My standard play ZvP is to fast-tech Lair and mass Roach/Hydra, so I haven't had too many problems with this strategy so far. Once I confirm that he is making VRs, I put up a couple spine crawlers to protect my mineral line and then mass up Hydras.
If you have a few Hydras + Queen when his first Rays get to your base then you can fight them off with minimal losses, and after that you will have the advantage since he invested so much in fast-teching them.
|
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.
From personal experience, hydras are terrible versus void rays. I find mutalisks better because of their bounce.
|
On May 09 2010 01:04 DragonDefonce wrote: If you opponent masses voidrays that early, get hydras to defend, be ready to give up a hatchery, and send zerglings in his main. He shouldn't have much to defend.
The most important thing about voidrays is that they need to be charged up. They are incredibly strong when charged against every unit, but abysmal when they are not. Abuse that fact, and kite them around to coerce them into loosing the charges. zerglings aren't really a good option, since he is spending his minerals on zealots(which also counter hydras which u are making to counter void rays)
|
this is a low level replay. (not critizing that it is low level).
But as a result of this, both you and the protoss player A move and didnt micro.
Not only is your army sizes smaller (80 vs 100), but your unit composition is wrong. 8zealots and 8void +1 collui vs 15 hydra and 1 roach and some zerling... Even jadong would have problem winning that micro battle. Let along both of you A move. So what happen? your hydra engae the first thing in range, and they are zealot. In the end, you kill most of his zealots, but the void ray are all fine. Hence you lost the match.
Also note, for lower level play, countering void ray is indeed harder then the actual execution. Void ray is usually and all in rush. If you counter then appropriately, you pretty much win the game.
For low level zerg, dont bother with muta harass, or infestor play. Just mass roaches and hydra together. A move with that combo is pretty good. Hell, this combo is very command at high level protoss vs zerg.
|
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 full charge void rays do 10 damage per tick, thats 1 hydra since 8X10=10 stop theorycrafting, hydras destroy void rays unless he has significantly more money in voids than you have in hydras, which shouldnt be possible. that or you were outmicro'd/didnt focus correctly
likewise it only takes 8 hydras to 2-shot a void ray, and hydras fire extremely fast. just select hydras and shift-click the void rays and they will melt. only time rays can fight is near a cliff where they can actually abuse the +1 range
|
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.
|
As a zerg player... the standard immortal-sentry push is 10,000 times more difficult to stop IMO..
Hydras are the way to go because it will help even if P transitions to ground. Also if you go mutas you better be prepared to be raped by patch 11 phoenixes
|
On May 09 2010 16:35 Chen wrote:Show nested quote +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.
Mutas are surprisingly bad. Once voidrays get charge they completely melt. Try 12 muta vs 8 voidray and tell me what happens.
|
u should always leave a ling or 2 in near his base to scout, also, get an overseer to constantly check on his build.
When you attacked with hydra+lings, he only had voidrays+zealots, muta would completely rape that combo.
|
On May 09 2010 17:04 Floophead_III 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. Mutas are surprisingly bad. Once voidrays get charge they completely melt. Try 12 muta vs 8 voidray and tell me what happens.
Except that just before the VR charge, you have the mutalisks back off then come back so the charge goes down. Which is obviously very easy to do as Muta are like fifty time faster than VR 
Also 12 Mutaliks = 1,2k minerals / 1,2k gas 8 Void rays = 2k mineral / 1,2k gas It would be expected than the 8 VR have some edge there.
I'd agree than hydralisks would be more cost effective, but Muta are ok, and on many maps (Scrapstation or Desert Oasis) they allow for instant punishment after holding off the rush by going to kill probes while the guy is trying to recover.
Lastly, as it's been said already, Queens are your friend against R (not even talking about transfusion here). I held off a VR rush yesterday solely because i made that additionnal queen just to have a lil' more punch backing my mutas.
-Kerm
|
On May 09 2010 17:19 Kerm wrote:Show nested quote +On May 09 2010 17:04 Floophead_III wrote: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. Mutas are surprisingly bad. Once voidrays get charge they completely melt. Try 12 muta vs 8 voidray and tell me what happens. Except that just before the VR charge, you have the mutalisks back off then come back so the charge goes down. Which is obviously very easy to do as Muta are like fifty time faster than VR  Also 12 Mutaliks = 1,2k minerals / 1,2k gas 8 Void rays = 2k mineral / 1,2k gas It would be expected than the 8 VR have some edge there. I'd agree than hydralisks would be more cost effective, but Muta are ok, and on many maps (Scrapstation or Desert Oasis) they allow for instant punishment after holding off the rush by going to kill probes while the guy is trying to recover. Lastly, as it's been said already, Queens are your friend against R (not even talking about transfusion here). I held off a VR rush yesterday solely because i made that additionnal queen just to have a lil' more punch backing my mutas. -Kerm It's a shame that not only do Muta come out later, which may possibly be too late for you to survive the VR rush, but you can also to expect to get bent over when he transitions to Sentry/Stalker/Templar if you over-commit to Muta. Remember, this is a lower level player we're discussing here, it's common to over commit at the Bronze/Silver/even Gold levels.
|
Well i'm a silver / bronze player myself, and from my understanding it all depends on when (i.e : with how many VR) the P decides to rush. With on 1 - 2, queenS should be able to repel the attack, 4 - 5+ : you should be able to have muta by then. So the time frame when Z is vulnerable would be 3-4 VR, so that's probably the timing when you want to hit P's base. Again, i'm not saying anything like 'go muta you will be always safe of VRs', i'm just saying that if it's part of your game plan, Muta are ok. I'll try to upload this replay from yesterday, when i go from speedling/banelings busted attack to Muta just in time to repel 5 VR.
[Edit] :There he is : http://www.sc2rc.com/index.php/replay/show/4309
-Kerm
|
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.
|
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.
|
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
|
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.
|
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..
|
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.
|
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."
|
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)
|
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 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 :/
|
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?
|
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)
|
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.
|
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.
|
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....
|
Cant u micro mutalisks? Dart in and damage then fly out of range until the VR's run out of charge.
|
no problem dealing with voidrays if you have marines and a glorious ghost to EMP 'em!!
|
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.
|
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.
|
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.
|
maybe you could mix in some Corruptors with their new Corruption spell into your hydra army. VRs are quite expensive and the spell is targeted at strong expensive units, isn't it? At least it could make it easier to kill some of them. Also if he abuses the 7 range over your 6, maybe infestors could help.
But thats only theorycraft on my side. But it works in my head
|
"Void Ray harass doesn't take any skill!"
Yeah, like Banshee and Muta harass ever did. This name-calling is fun.
|
The nice thing is that now people don't even bother to HIDE the stargate so it's pretty easy to scout. I mean no one is going to do hidden stargate until probably plat division, so it's pretty easy to scout it.
|
void rays are SOO expensive and time-consuming compared to the other races counterpart (banshees are cheap and fast, so are mutas omg).. I find it so comical that people complain about void rays
A 250 min/150 gas unit that takes a shitload of time to build is basically as tier 3 as it can get; the only thing more powerful protoss has is a Carrier.. So if someone gets 5 ultras early and dominates every ground army in the game, will you bitch that "omg ultras are impossible to beat"??
A number of void rays under 5 is easy to stop if you know how to micro. Once it gets over 5, then you should of seen it coming and got the proper counter units, since for a protoss to get 5 void rays it takes a shitload of min and gas, and time. at LEAST 1250 minerals and 750 gas.
I can understand terran having slight issues with void rays, but ZERG?? are you kidding me? Hydras take out void rays in seconds, even in mass. 12 hydras with micro should be able to take out 5 void rays, and thats even cost.. just wait til your insane mass larva pumps out way more hydras. Not to mention hydras are fast to build, void rays are slow. Mix in afew mutas to harass/distract from the hydras and its as easy as pie to go vs void rays.
Its not like protoss can harass zerg early with his 1-2 void ray either, because queens + transfusion stops that easily. You need 2-3+ void rays to even enter a zerg base.
|
ok. watched the replay and here's what i've come up with
1. not enough drones. not even close. 2. spawn larvae. 3. SPAWN LARVAE you missed this soooo many times that your queen got up to 200 energy. 4. grab a 2nd queen at your expo. you never did this and is very necessary.
|
On May 10 2010 04:08 Skyze wrote: void rays are SOO expensive and time-consuming compared to the other races counterpart (banshees are cheap and fast, so are mutas omg).. I find it so comical that people complain about void rays
A 250 min/150 gas unit that takes a shitload of time to build is basically as tier 3 as it can get; the only thing more powerful protoss has is a Carrier.. So if someone gets 5 ultras early and dominates every ground army in the game, will you bitch that "omg ultras are impossible to beat"??
A number of void rays under 5 is easy to stop if you know how to micro. Once it gets over 5, then you should of seen it coming and got the proper counter units, since for a protoss to get 5 void rays it takes a shitload of min and gas, and time. at LEAST 1250 minerals and 750 gas.
I can understand terran having slight issues with void rays, but ZERG?? are you kidding me? Hydras take out void rays in seconds, even in mass. 12 hydras with micro should be able to take out 5 void rays, and thats even cost.. just wait til your insane mass larva pumps out way more hydras. Not to mention hydras are fast to build, void rays are slow. Mix in afew mutas to harass/distract from the hydras and its as easy as pie to go vs void rays.
Its not like protoss can harass zerg early with his 1-2 void ray either, because queens + transfusion stops that easily. You need 2-3+ void rays to even enter a zerg base.
Void rays are expensive but have the capacity to deal so much more damage then the mutalisk in low numbers. 3 mutalisks is stupid but 3 void rays can toast a hatchery pretty damn fast. Only reason void ray is better then banshee is that it can shoot air so their isn't an obvious counter like muta for zerg or viking for terran.
Tier 3 doesn't refer to the cost only. It's the time it takes to get there as well. pool -> lair -> infestation -> hive -> ultra =/= gate -> core -> stargate Also ultras aren't useful without dual ups while void rays are perfectly fine right out of the box. Also no one is going to complain about them because there are obvious counters easily accessible in the early game.
Have you seen how fast void rays can come? Save chronos early and you get a solid number fast. And have you tried massing hydralisks off of 2 base? You are right 12 hydras > 5 void rays but when are they ever going to directly engage you on open ground? Ok so now you are suggesting mutalisks (100gas) which require spire (200 gas) when you don't even have a strong enough gas income for hydras alone?
|
I watched your replay, and from what i saw, you can't counter 8 voidrays with mass hydras if he has 12 zealots, an immortal, a stalker, and a colossus. And i also noticed you weren't focusing down and just letting the AI do the attacking. If that's the case, your hydras will attack the ground units first, letting the VR's charge up. You need to get speedling mixed in with the hydras so the ground units take their time to attack the speedlings while you focus down all the VR's. After you take out the VR's, your free to take out the rest of his ground forces and then just speedling into his base from their. Just my observation though. Haha.
|
On May 08 2010 23:41 folke123 wrote:So, i've just been beaten by a mass voidray attack. I went for a 14 pool 16 hatch. He got some early zlots and did some dmg. I managed to scout his double stargate and started making hydras. I then tried to move out but my hydras just died to his mass of void rays. Any tips on how I should beat this? or any other tips regarding my gameplay  replay: http://www.sc2rc.com/index.php/replay/show/4142 Did you try attacking with your drones? Just a thought...
|
On May 09 2010 00:14 University wrote: Void rays are just so difficult to deal with for lower level players, because of the skill gap in using different units.
Void Rays: 1. build right buildings and make probes 2. build void rays, press C a few times 3. Micro void rays (not incredibly difficult)
Countering Early Void Rays: 1. scout early and spot cyber core 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.
Ok... so your saying that all you ahve to do to pull off a void ray build is just to build them?
Building them is the easiest part bro. You have to hold off their pressure, as any player would put on you if they see you teching or expanding. Why dont' you try to do that?
Anyways, if you want to counter the void rays, you'll have to attack before he builds up critcall mass.
At OP: It seems like his zealots must have done a LOT of damage to you if you weren't able to build enough hydras to stop the void rays, on 2 bases. If you saw that he was going void rays straight after the zealots, you should have pressured him right there.
A
|
a few questions, how many drones should you get per mineral patch? 2 or 3? and how do you guys hotkey your queens and hatcheries? because as you can see I always forget spawn larva
|
4 for hatcheries . 1-3 army and 5,6,7 etc for Queens.
|
On May 09 2010 16:35 Chen wrote:Show nested quote +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.
|
i can imagine that a mix of mutas and corruptors casting their spell could do a good job.
|
First time I faced mass void rays I was absolutely stunned how cost effective they were vs hydras. They literally TORE through them. He had like 8-10 void rays vs maybe 20 hydras (ish) and I killed like 3 void rays total, which were easily reinforced. It's because their beam had already been fully charged when I moved in (they were attacking something else) and the hydras MELTED.
|
On May 09 2010 00:14 University wrote: Void rays are just so difficult to deal with for lower level players, because of the skill gap in using different units.
Void Rays: 1. build right buildings and make probes 2. build void rays, press C a few times 3. Micro void rays (not incredibly difficult)
Countering Early Void Rays: 1. scout early and spot cyber core 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.
Cool straw man, bro, but I think I can do it for any unit in the game.
|
If you get infestors, that wouldnt' hurt. If they get stuck under a ball of hydras
|
i think 14 pool 16 hatch is pretty much an unacceptable build right now and why would you, if u can do the Sen's 10 pool 14 hatch, Dimagas one base or hatch first or even do what i do- slam 14 hatch in your main. All those are superior to 14 pool 16 hatch.
|
i mean realistically speaking 14 pool 16 hatch doesnt exist, if u managed to pull it off it just means ur opponent played inadequately and failed to deny your expo with his probe/scv.
|
usaulyl if you're opponent masses voidrays, there will be a timing window where he is very vulnerable.
If you miss that window, then you should try the following: 1. mass hydras, or some other anti-air unit. 2. If the anti-air tech seems like it'll be late, then try to mass queens, even if they aren't good against voidrays, they will still do some damage to help stall for your anti-air.
|
In a goldZ vs goldP match I just played I was able to beat early and massed voidrays with early and massed hydras. I lost my expo hatch twice because he was able to micro a couple of void rays and caught me out of position but you should be able to produce so many more hydras than his void rays that the rays will melt under them.
This particular match he would try to lure me into his chokes and cannons to minimize my hydra numbers but the trick is to engage on your terms. I was able to nydus the back of his base and force him to go against all my hydras at once and 16 VR lost horribly to 26+ hydra with over 20 left.
|
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.
|
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.^^
|
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.
|
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.
|
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.
|
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.
|
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.
|
I thought necromancy was more of a war3 ability
|
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.
|
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.
|
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.
|
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.
|
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.
|
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
|
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
|
|
|
|