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How do you stop void ray as Terran? - Page 4

Forum Index > StarCraft 2 Strategy
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NATO
Profile Joined April 2010
United States459 Posts
May 21 2010 06:33 GMT
#61
On May 21 2010 14:59 KiLL_ORdeR wrote:
I think the math works out to be about 4 marines + 1 viking = 1 VR (and the VR get totally raped)

It looks like you are opening for a marauder/marine opening early, and then transitioning into Vikings/ general air in the midgame. As Terran, I almost always open with rines off of a reactor, fast tech to ghosts and Vikings, and then back-tech to marauders in the later midgame and push, and I have a nearly 90% win ratio vs. toss.

also, if it makes you feel better, VR's are getting nerfed in the next patch, while rines/rauders are getting buffed because stim is cheaper.


No....that doesn't make me feel better. I wanted to learn how to overcome this, not have Blizzard screw Toss again. Terran is already too powerful against them, which is why I think all Toss players resorted to using this strategy.
Z3kk
Profile Blog Joined December 2009
4099 Posts
Last Edited: 2010-05-21 07:29:08
May 21 2010 07:28 GMT
#62
Um, I'm not sure if someone has already mentioned this, but after the Void Ray range nerf, I think you can now micro Vikings against them. If you even make one or two Vikings and have enough marines, you should be able to hold off Void Ray openings quite easily, and then add more Vikings or turrets to adjust. If e pro toss has already walled off your scouting scv, then y ou should probably prepare with a Viking or two just in case, or if you even manage to see a Void Ray, you can switch your tech up to get in some of those trusty Vikings. As a toss player, I'm relatively sure the Void Ray range nerf will help a lot.
Failure is not falling down over and over again. Failure is refusing to get back up.
PoD
Profile Joined May 2010
Canada45 Posts
Last Edited: 2010-05-21 07:37:52
May 21 2010 07:36 GMT
#63
Build Marines attack win with your Stim and Shield =)
SSDD we all die in the end so que sera sera.
rbkl
Profile Joined March 2010
772 Posts
May 21 2010 07:39 GMT
#64
"Removed identifier from the character naming process and added the ability to refer friends for invitation into your party or lobby."


Sorry if this has been rehosted, but what does this mean? If we are going to rename our characters, possible ladder reset?
www.check6gaming.com // www.iugaming.com ** Indiana's Premier Gaming / Starcraft Community **
mOnion
Profile Blog Joined August 2009
United States5657 Posts
May 21 2010 07:44 GMT
#65
On May 21 2010 16:39 rbkl wrote:
"Removed identifier from the character naming process and added the ability to refer friends for invitation into your party or lobby."


Sorry if this has been rehosted, but what does this mean? If we are going to rename our characters, possible ladder reset?


welcome to the wrong thread. please take off your shoes.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Curio
Profile Joined May 2010
3 Posts
May 21 2010 08:42 GMT
#66
wait for patch 13?
lalala
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-05-21 08:46:02
May 21 2010 08:44 GMT
#67
On May 21 2010 15:33 NATO wrote:
No....that doesn't make me feel better. I wanted to learn how to overcome this, not have Blizzard screw Toss again. Terran is already too powerful against them, which is why I think all Toss players resorted to using this strategy.


Jesus, what a bunch of chicken-little fairweather posters. Go look at any of the current tournaments going on, Protoss does way, way better than Terran, and has a much larger winshare against Terran on BNet.
vileEchoic -- clanvile.com
ahcho00
Profile Joined March 2010
United States220 Posts
May 21 2010 09:19 GMT
#68
teams even.
DarthHalo2
Profile Joined March 2010
United States19 Posts
May 21 2010 23:13 GMT
#69
Wait for the next patch. :/ lol
Lollings O.o
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
May 22 2010 01:19 GMT
#70
Marines and vikings do work

It is because your micro and positioning is bad

Think of it like sc1 2 hat mutas, if you got bad marine micro, and hes got good muta micro, obviously you are going to lose
Satallgeese
Profile Blog Joined April 2010
United States239 Posts
Last Edited: 2010-06-04 20:02:10
June 04 2010 19:38 GMT
#71
[image loading]


This is how. Void rays, while very powerful, are really slow to massively produce. If you scout a stargate and suspect voidrays, then switch all rax to marines IMMEDIATELY. Normally, Toss get excited once they get their first ray, and try to rush with only one. If you keep your marines moving and spread out, you can quickly counter it before it gets anywhere near your min line. Also, vikings are the best counter to void rays, one Starport with reactor pumps out two vikings in the time it takes for one. Those vikings plus rines destroy rays very easily.

Also, you HAVE TO PUSH TOSS. If you allow him to get crit mass rays, then its your own fault because there is no direct counter to X amount of rays. The best counter to rays is to not let him get them.

In this replay, I went Bioball, he tried to get a ray to harass but my timing spotted it so I switched to marine + viking. After discouraging his voidrays by patroling my base and sniping one or two, I switched back to bio ball and IMMEDIATELY PUSHED to force him to dedicate his mins to a ground army. He stopped my push, but because I rallied my units to his main, he though I had no army so he pushed, putting all his mins and gas into ground instead of rays. That is essential! Do not let him get rays! Trick him into making a ground army, get reapers to snipe his starport, anything! But the only true counter to rays is not letting him get them in the first place!

Edit: Crap, accidentally posted in the thread that was linked in the original thread. Sorry for bumping this, TL.
A good player practices until he gets it right. A great player practices until he can't get it wrong.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-06-04 19:46:10
June 04 2010 19:45 GMT
#72
unnecessary bump, this OP was made before patch 13, when void rays still had 7 range.
next week on Everybody Loves HypnoToad:
bobcat
Profile Joined May 2010
United States488 Posts
June 04 2010 20:19 GMT
#73
On May 20 2010 14:21 DuneBug wrote:
uhh it's hard to directly counter void rays with vikings unless you have more of them than they do...

it helps to put a turret down and sit the viking near it, thus the viking can hit the void ray and if they chase the viking they'll get shot at by the turret.



hmmmm...... vikings cost 150m75g and take 42 seconds to build but can be doubled out with a reactor.

Void rays cost 250m150g and take 60 seconds to build.

So yes, that sounds about right.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
rushz0rz
Profile Blog Joined February 2006
Canada5300 Posts
June 04 2010 20:29 GMT
#74
Whenever a protoss has gone void rays against me, I know about it asap and go 2 starports with reactors and just mass vikings. I pump a few tanks so I can expo safely and try to get some ghosts for EMP after my expo is up. Just mass vikings if they are massing void rays, all I can offer.
IntoTheRainBOw fan~
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
Last Edited: 2010-06-04 21:47:28
June 04 2010 21:46 GMT
#75
On May 20 2010 14:07 NATO wrote:
So everyone yelling at me because they are scared of a void ray nerf... are you suggesting every game vs toss I just fast tech to starport, and forget the fact that every other strategy will decimate me?


nobody is scared of a voidray nerf. their range allready got nerfed because of the harassing issue. even before the nerf most good terrans found a good way to deal whith any early fasttech aggressin by P. its called the 1/1/1 opening. I know this is a very general advice but if you get it done properly than you have a rock solid opening in PvT. note that its a rather defensive opening and it will not provide early pressure on P.

edit:
On June 05 2010 04:45 BlasiuS wrote:
unnecessary bump, this OP was made before patch 13, when void rays still had 7 range.


oh well iam sorry for participating then
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Competent
Profile Joined April 2010
United States406 Posts
Last Edited: 2010-06-05 11:37:34
June 04 2010 21:51 GMT
#76
Oh FFS can you people stop necroing threads, especially the ones that have 500 other topics about them?
Nurrrhhh, I'm gonna be A+ by Wendsday! -Day[9] "I'm going to spread out my lings so it looks like there is more. Lots of animals do that." -CatZ
roymarthyup
Profile Joined April 2010
1442 Posts
June 05 2010 07:11 GMT
#77
the solution is to fasttech starport every game vs toss. most of the pro terrans are doing it

vikings if theres voids

no voids, banshees

banshees just destroy toss
BADSMCGEE
Profile Joined March 2010
United States94 Posts
June 05 2010 07:16 GMT
#78
hey man, 1 viking with perfect micro can take out an infinite number of voids...range 9 vs range 6...practice a bit
NitroN7
Profile Joined May 2010
Canada18 Posts
June 05 2010 07:19 GMT
#79
On June 05 2010 16:11 roymarthyup wrote:
the solution is to fasttech starport every game vs toss. most of the pro terrans are doing it

vikings if theres voids

no voids, banshees

banshees just destroy toss


Fast Raven > Fast banshee unless you scout no robo. Ravens are almost as bad for Toss as EMP was. One spell means 0 DPS from stalkers for awhile.
I play Terran for the music.
Joseki
Profile Blog Joined December 2007
United States200 Posts
June 05 2010 07:20 GMT
#80
Getting 2 rax (one lab one reactor) and factory --> starport + stim is usually fine. 1 viking is really all you need though if they rush one at you.
Battle.net 2.0 - The only place you can be alone with 20,000 other people.
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