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Void Ray Charging: How Does it Work? - Page 2

Forum Index > StarCraft 2 Strategy
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link0
Profile Joined March 2010
United States1071 Posts
Last Edited: 2010-05-19 21:41:49
May 19 2010 21:40 GMT
#21
Microing vikings against pre-charged VR is EXTREMELY difficult. You basically need PERFECT control and PERFECT timing. VRs can shoot while moving and actually have 9 range once the beam connects. A single VR's charged beam will kill a viking in 2 seconds, whilst moving. Your vikings needs to stop to fire, turn around, and accelerate away (all 3 of which takes a split second) before a VR can close 2 range (takes about 3/4 of a second).

Good luck with that.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-05-19 21:43:34
May 19 2010 21:42 GMT
#22
On May 20 2010 05:57 Galleon.frigate wrote:
somewhat disapointed to see the nerfed... not sure

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


The problem is that Terran doesn't have an effective counter to charged voids (and getting charged voids is very easy when you can simply attack your own units, your own buildings, destructible rocks, come in from any angle and hit a refinery, etc).

Vikings get MOLESTED by charged voids. You need 3:1 vikings to kill charged voids, and even then it's close. This is more expensive than voids and as a result is not a counter. The only counter is stimmed marines. Even then, charged voids will kill marines with -10hp so fast it's not even funny. It's like a hot knife through butter.
vileEchoic -- clanvile.com
kme
Profile Joined March 2010
Serbia176 Posts
May 19 2010 23:51 GMT
#23
So if the 6 hits per charge and resetting info is correct, then if you stim twice with marines voidrays can never get past the first stage of charging as long as they are shooting marines. And according to the link that someone posted, when they are charged up their damage goes only to 10 against non armored. That is nice but not nearly as deadly as 25 that they get against armored.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-05-20 00:30:57
May 20 2010 00:30 GMT
#24
Marines lose 10 health on a Stim, correct? Void Rays need to be on the same target for at least 3 seconds, or 6 hits, before it hits the next charge. A Marine with 35 health is enough to hit the next charge.

0.00 5 damage dealt
0.60 10 damage dealt
1.20 15 damage dealt
1.80 20 damage dealt
2.40 25 damage dealt
3.00 30 damage dealt - hits Charge 2
3.60 35 damage dealt - marine dies

Next marine:

4.20 5 damage dealt
4.80 10 damage dealt
5.40 15 damage dealt
6.00 20 damage dealt
6.60 25 damage dealt
7.20 30 damage dealt - hits Charge 3
7.80 40 damage dealt (5 overkill) - Marine dies
Curiosity
Profile Joined May 2010
United States23 Posts
May 20 2010 06:58 GMT
#25
I actually got to test void rays vs marines today, and I have to say that marines get absolutely owned by void rays if the void rays use cliffs, which is rather simple micro. The micro that it takes for marines to effectively kill void rays is much more intense than that of void rays against marines.

For those who don't understand how to micro air units against ground units with cliffs, what you do is attack the ground units with your air and pull back past the cliff where the ground units can't reach the air units. This sort of micro is most commonly seen with carriers on maps like Katrina in SC1. With the same micro, void rays just tear marines apart.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
May 20 2010 07:15 GMT
#26
Does the bonus vs armored units increase?
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
May 20 2010 07:32 GMT
#27
void ray charging works like this: voidrays starts shooting, you got 6 seconds to kill the voidrays and after that all ur shit dies.
Luddite
Profile Blog Joined April 2007
United States2315 Posts
May 20 2010 07:44 GMT
#28
On May 20 2010 06:42 iEchoic wrote:
Show nested quote +
On May 20 2010 05:57 Galleon.frigate wrote:
somewhat disapointed to see the nerfed... not sure

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


The problem is that Terran doesn't have an effective counter to charged voids (and getting charged voids is very easy when you can simply attack your own units, your own buildings, destructible rocks, come in from any angle and hit a refinery, etc).

Vikings get MOLESTED by charged voids. You need 3:1 vikings to kill charged voids, and even then it's close. This is more expensive than voids and as a result is not a counter. The only counter is stimmed marines. Even then, charged voids will kill marines with -10hp so fast it's not even funny. It's like a hot knife through butter.

ironically, the battle cruiser is actually a decent counter to charged voids, because the yamato can kill a void ray in one shot. So even though the void rays cost half as much, the BCs can kill half of them before the battle starts, and in a fight of even numbers the battle cruisers win, even if the void rays start charged.
Can't believe I'm still here playing this same game
0mgVitaminE
Profile Joined February 2009
United States1278 Posts
May 20 2010 07:52 GMT
#29
Was expecting a reference to magnets because of title.

Looks like you passed this test
Hi there. I'm in a cave, how bout you?
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