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Void Ray Charging: How Does it Work?

Forum Index > StarCraft 2 Strategy
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Curiosity
Profile Joined May 2010
United States23 Posts
May 19 2010 03:03 GMT
#1
This may sound like a really nooby question, but how does the void ray charging attack work? I know that it deals more damage as it takes more time attacking it and that it won't lose its charge when it switches from target to target, but is there a way to micro a unit away from the void ray to reset its charge? Also, what are the graphics of a fully charged void ray?
Percutio
Profile Blog Joined April 2010
United States1672 Posts
Last Edited: 2010-05-19 03:09:34
May 19 2010 03:07 GMT
#2
The fully charged ray has a huge beam instead of a thin beam for attack, this is when the damage changes as well.

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).
What does it matter how I loose it?
Chronopolis
Profile Joined April 2009
Canada1484 Posts
May 19 2010 03:09 GMT
#3
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.
Curiosity
Profile Joined May 2010
United States23 Posts
May 19 2010 03:15 GMT
#4
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?
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 19 2010 03:18 GMT
#5
i believe it takes 13 attacks for a voidray to fully charge (reading from liquipedia)

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
Artillery spawned from the forges of Hell
Percutio
Profile Blog Joined April 2010
United States1672 Posts
May 19 2010 03:21 GMT
#6
Well Void Rays with speed really don't get kited by Vikings. Without, maybe with some serious spotting you get 1-2 free volleys.

Also, marines beat Void Rays for cost, but it is hard to have that much population in marines.
What does it matter how I loose it?
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
Last Edited: 2010-05-19 03:23:18
May 19 2010 03:22 GMT
#7
Theres talk it may get nerfed next path but theres no need. You shouldnt be letting your opponent get 5 voids if this somehow happens you should have 8+ vikings because you scouted it, use that scanner even with no micro at all if you scout voids your fine.

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
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Mnijykmirl
Profile Joined February 2010
United States299 Posts
Last Edited: 2010-05-19 03:30:36
May 19 2010 03:24 GMT
#8
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.
Curiosity
Profile Joined May 2010
United States23 Posts
May 19 2010 03:25 GMT
#9
Thanks for the offer jamesr12. I'll add you the next time I log on, my ID is Kwan.naturally.

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.
Curiosity
Profile Joined May 2010
United States23 Posts
May 19 2010 03:26 GMT
#10
On May 19 2010 12:24 Mnijykmirl wrote:
Show nested quote +
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.


You can definitely do some target firing to maximize damage, but that's about all I can think of.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 19 2010 03:29 GMT
#11
On May 19 2010 12:24 Mnijykmirl wrote:
Show nested quote +
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.



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
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
derooq
Profile Joined March 2010
United States7 Posts
May 19 2010 03:33 GMT
#12
how much damage do voidrays do per second before and after charge?
Kakisho
Profile Joined January 2010
United States240 Posts
May 19 2010 03:38 GMT
#13
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.
Cold wind, chilling.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
May 19 2010 04:08 GMT
#14
a) point at something
b) wait two seconds
c) kill everything
vileEchoic -- clanvile.com
roemy
Profile Joined April 2010
Germany432 Posts
May 19 2010 04:13 GMT
#15
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)
rock is fine.. paper could need a buff, but scissors have to be nerfed
beef42
Profile Blog Joined October 2008
Denmark1037 Posts
May 19 2010 04:28 GMT
#16
remember that the void rays can charge up no matter what they're firing at. There are plenty of maps where you can charge the rays on some rocks and then go in with pre-charged rays, the natural on blistering sands is a good candidate for this.

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.
shammythefox
Profile Joined May 2010
United Kingdom286 Posts
May 19 2010 10:18 GMT
#17
A void ray has 3 charge levels of attack, unsurprisingly, level 1, level 2 and level 3

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.
Roblin
Profile Joined April 2010
Sweden948 Posts
May 19 2010 10:41 GMT
#18
the difference between level 1 and 2 is a graphical one, also, pre patch 11 (I think, it might have been another one) there was a damage difference between level 1 and 2, that difference is removed since whatever patch it was
I'm better today than I was yesterday!
lololol
Profile Joined February 2006
5198 Posts
May 19 2010 15:04 GMT
#19
The most obvious visual difference between charge levels is the amount of beams that reach the crystal. Void Rays have 3 "arcs" pointing to the crystal they have in front, and launch a beam from one of them initially, then 2, and then from all 3.

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.
I'll call Nada.
Galleon.frigate
Profile Blog Joined May 2010
Canada721 Posts
Last Edited: 2010-05-19 21:06:40
May 19 2010 20:57 GMT
#20
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
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.

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