Void Ray Charging: How Does it Work?
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Curiosity
United States23 Posts
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Percutio
United States1672 Posts
The only Void Ray micro I know of is letting their charge die off by retreating during battle, but this doesn't always work too hot because they can attack while moving to an extent and have big range as well. The other technique that actually does work is using blink micro on stalkers to stop Void Rays from charging and to stop them from finishing off injured Stalkers. The other situations may be pulling weak Corrupters back and shoot-moving with Vikings (But Vikings are kind of slow so idk). | ||
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Chronopolis
Canada1484 Posts
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Curiosity
United States23 Posts
Call it wishful thinking, but does anyone think the void ray will get nerfed upon the release of SC2? | ||
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arb
Noobville17921 Posts
stage 1 the beam shooter thing is closed and has a skinny beam stage 2 they have the crystal connected by beams but still skinny stage 3 they are connected but beam is huge | ||
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Percutio
United States1672 Posts
Also, marines beat Void Rays for cost, but it is hard to have that much population in marines. | ||
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jamesr12
United States1549 Posts
Attack move micro isn't to hard if for some reason you dont scout it and need to micro you should be able to pick it up if you practice it a bit doesnt take overlly high apm just use right click to move and a left click to attack. Practice Practice Practice, ask someone to do a void build against you in some customs add me vthokies.james I would be glad to help you out with it | ||
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Mnijykmirl
United States299 Posts
On May 19 2010 12:09 Chronopolis wrote: Graphically, when the void ray gets to a full charge, the void ray will shoot a thick bright laser stream. Also, when the void ray is not attacking but charged, you'll see a arc of energy connecting the firing crystal and the void ray. To micro a unit away, just move the attacked unit away as the laser is charging, slowing your opponents efforts to charge the laser. Actually, on for micro when fighting Void Ray, I've been thinking about this a lot. 1. Void ray can accelerate while attacking and continue to attack 2. Void ray have 7 range 3. Void ray will not lose their target until the target exceeds 9 range 4. Void ray move as fast as standard units, so very few units can actually gain distance on it, and even less can gain distance on it before dieing 5. Running away from a void ray essentially accelerates the void ray FOR Protoss, meaning he can begin retreating or move to a second target at full speed instantly So I'm thinking, just don't try to micro most units that are being attacked by a void ray. Just let them shoot. Maybe, if anything, you want to keep the unit being targeted stationary, and move your units- say marines or hydralisk as that is the most sensible, directly under the firing void ray. The void ray will have to start accelerating from rest before it reaches full speed to escape, and the marines will have more time to continue firing upon the void ray. If this risks killing the void ray outright, then the protoss player would need to start moving the void ray away and breaking target on the stationary unit, which is exactly what doesn't happen when you move the unit the void ray is firing on. EDIT: with vikings it should be without micro. Viking are faster but not by much or with the most incredible acceleration, so by the time they can escape the beam they're likely dead and even if not that whole while the void ray has been doing damage(and charging) and will likely have another viking in range to switch to. Mutalisk probably supports retreat micro however, even with the drastically shorter range they're drastically faster and accelerate faster, so if done perfectly you might be able to keep the void ray switching targets often enough to prevent charge-up. | ||
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Curiosity
United States23 Posts
I'm not too sure if 8 vikings can take on 5 void rays...I've been in similar situations before, and that did NOT end well. I know for sure I have never even tried to take on void rays if I didn't outnumber them with vikings...I think by the time the opponent has 8+ void rays not scouted or scouted late, it's GG. | ||
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Curiosity
United States23 Posts
On May 19 2010 12:24 Mnijykmirl wrote: Actually, on for micro when fighting Void Ray, I've been thinking about this a lot. 1. Void ray can accelerate while attacking and continue to attack 2. Void ray have 7 range 3. Void ray will not lose their target until the target exceeds 9 range 4. Void ray move as fast as standard units, so very few units can actually gain distance on it, and even less can gain distance on it before dieing 5. Running away from a void ray essentially accelerates the void ray FOR Protoss, meaning he can begin retreating or move to a second target at full speed instantly So I'm thinking, just don't try to micro most units that are being attacked by a void ray. Just let them shoot. Maybe, if anything, you want to keep the unit being targeted stationary, and move your units- say marines or hydralisk as that is the most sensible, directly under the firing void ray. The void ray will have to start accelerating from rest before it reaches full speed to escape, and the marines will have more time to continue firing upon the void ray. If this risks killing the void ray outright, then the protoss player would need to start moving the void ray away and breaking target on the stationary unit, which is exactly what doesn't happen when you move the unit the void ray is firing on. You can definitely do some target firing to maximize damage, but that's about all I can think of. | ||
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jamesr12
United States1549 Posts
On May 19 2010 12:24 Mnijykmirl wrote: Actually, on for micro when fighting Void Ray, I've been thinking about this a lot. 1. Void ray can accelerate while attacking and continue to attack 2. Void ray have 7 range 3. Void ray will not lose their target until the target exceeds 9 range 4. Void ray move as fast as standard units, so very few units can actually gain distance on it, and even less can gain distance on it before dieing 5. Running away from a void ray essentially accelerates the void ray FOR Protoss, meaning he can begin retreating or move to a second target at full speed instantly So I'm thinking, just don't try to micro most units that are being attacked by a void ray. Just let them shoot. Maybe, if anything, you want to keep the unit being targeted stationary, and move your units- say marines or hydralisk as that is the most sensible, directly under the firing void ray. The void ray will have to start accelerating from rest before it reaches full speed to escape, and the marines will have more time to continue firing upon the void ray. If this risks killing the void ray outright, then the protoss player would need to start moving the void ray away and breaking target on the stationary unit, which is exactly what doesn't happen when you move the unit the void ray is firing on. I think your sort of right it is possible to micro a viking so voids never even hit them by using thier range, but once they are in range there is no getting out so if your micro slips you dont want to try and get away. However you do want to target fire. The other thing is stimmed marines just destroy voids, they can run in and out of range easily and just take them down so fast. So don't discount all mico againist voids | ||
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derooq
United States7 Posts
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Kakisho
United States240 Posts
On May 19 2010 12:15 Curiosity wrote: How long does it take for a passive void ray to lose its charge? I play Terran so viking micro is really difficult because of their slow speed. However, their long range can really hurt void rays with high APM, which, unfortunately, I have yet to gain. I've also tried marines, but when the opponent gets may even just 5 void rays, no amount of marines can kill them off without all the marines dying. Call it wishful thinking, but does anyone think the void ray will get nerfed upon the release of SC2? Actually, you're in luck: http://forums.battle.net/thread.html?topicId=24915102994&postId=249128811159&sid=5010#4 Patch 13 will have some changes. | ||
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iEchoic
United States1776 Posts
b) wait two seconds c) kill everything | ||
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roemy
Germany432 Posts
On May 19 2010 12:33 derooq wrote: how much damage do voidrays do per second before and after charge? http://wiki.teamliquid.net/starcraft2/User:Roemy/Unit_Statistics_(dps_only) | ||
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beef42
Denmark1037 Posts
Also, keep in mind you only need to deal one single tick of damage in order to preserve your charge, so you can have your VRs shoot one of themselves for a brief second to keep charge. You can also charge the void rays on your own buildings for defensive purposes, i.e, gateways have a 1000 hp, might as well use it for something. | ||
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shammythefox
United Kingdom286 Posts
level 1: thin beam attack animation, 5 damage level 2: slightly thicker beam attack animation, 5 damage level 3: very thick beam attack animation, (25?) damage Evidently levels 2 and 1 are the same here so whats the difference? When a void ray charges, it goes up a level when it has been on a target for a certain amount of time. Upon leaving the target, the void ray will reset to the beggining of its CURRENT CHARGE LEVEL for a short while, and if no new target is acquired it will reset completely. What this means is you don't have to stay on a single target all the way to level 3 (as many units purely do not have enough hit points) If you kill a unit and it takes you to level 2, you will attack the next target starting from level 2, still doing 5 damage but with less time left to charge to full capacity. However if your target can escape for long enough the void ray resets completely, also if you are able to break the beam just before level 3 is reached repeatedly the void ray has to reset to the beggining of level 2 each time he engages and can continually be stuck at the 5 damage level. Thus the correct way to micro this is most generally just to start moving out when the opposing player is approaching level 3 (this just requires practice to get a feel for) and staying out of range & out of combat until the void rays charge dissipates, rinse and repeat. | ||
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Roblin
Sweden948 Posts
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lololol
5198 Posts
It takes 6 hits for each level, but the first hit is not counted, so it effectively takes 13 hits from no charge to full charge. There's no damage difference between level 1 and level 2, but it makes a difference in the mechanics: If the void ray stops attacking the same target, the amount of hits towards the next charge level is reset, but the current charge level remains. In order to lose the current charge level the void ray must stop attacking for several seconds. So if you want the enemy void rays to lose their charge you have to retreat for several seconds. If you have vision you will see how the 3 beams pointing to the crystal power down. Obviously if they are in your base retreating is pointless, since they can keep their charge on your buildings. | ||
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Galleon.frigate
Canada721 Posts
I play zerg, and frankly, I like to see powerful units as long as there are counters... The more ways for someone to lose a match the better | ||
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