|
|
|
Early ghosts and mass marines work for me, it gets tricky sometimes though.
|
You need more marines/vikings than just that... remember, each void ray is 250/150. They're definitely not cheap - thats about two vikings, or a good 5 marines minus 150 gas.
|
Once 2 VRs are charged and you don't have sufficient rines (8+) and vikings (2+), you're done.
Just think of it as 2 DTs or 4 Banshees or 6 Mutalisks that you can never ever ever stop, even after proper scouting. -.-
I'd say start your build preemptively for anti-VR for now and wait for patch 13...
|
stim, marines shield and turret range upgrade are your best bets.
|
I use gretorp's ghost build, have never been beaten by void ray since.
|
On May 20 2010 13:37 krowe wrote:I use gretorp's ghost build, have never been beaten by void ray since. 
I've tried ghost build as well but it seems toss will switch to mass stalkers once he sees 1 ghost and it doesn't seem to work since you are behind in marauder counts.
|
i just watched your desert oasis replay... you really need to practice some basics. First, your build order was tech lab, reaper, marauder while getting a fast expo. Of course that's going to make you vulnerable to void rays, the starport isn't going to be up in time to stop them.
When he did attack, you had 3 marines and 2 marauders. He could have just walked in with his 4 stalkers, and that would have been enough. anyway, don't let the void ray charge, attack it immediately. There was a moment when he let it's charge die, and you had 5 marines, so you could have killed it then, but you let it charge up again before attacking. Don't do that.
|
|
|
I watched both replays... Are you serious? Have you rewatched your own replays? There's massive gaps in your macro and micro in both of these games that have nothing to do with void rays being imbalanced. In fact, in neither game did you really engage with both vikings and marines heavily. The only times you did engage (on scrap station) you: the first time managed to hold them off temporarily, and the second time, attempted to attack 6 or so fully charged vikings with an equal number of vikings and less than 5 marines. That is not how it works. On scrap station, your opponent went forge and built 4 cannons FOR NO REASON WHATSOEVER. That's a huge mineral gap, you honestly should have finished him off with tank/marine/viking in under 10 minutes. Then, on top of that, you never scouted him for several minutes until you FINALLY scan him and see he's going 2 stargate with a fleet beacon. That either means a)carrier b)mass void rays with upgrade c)mothership. VIKINGS COUNTER ALL 3. Your next move after scouting this was to...build 2 medivacs? You had 2 starports, one with a reactor, and you built medivacs? The reason vikings own mass void rays (to a certain extent) is that you can easily outproduce him and you can have a sizable marine force when he tries to engage your vikings that will tear them to pieces. You had neither. You were never ahead in viking:void ray ratio and only once did you only once had more than 10 marines (interestingly enough, he backed off in this case). Also, the fact that you FE'd that early is totally nonsensical, and you'd get run over by any decent 1 basing toss with pretty much any build he chooses doing that.
Sorry for being harsh, but you making statements like "Marines + Viking certainly doesn't work." when there's holes the size of lake michigan in your play is kind of silly.
|
go for mass marines/tanks and void rays will never gonna hurt you
|
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?
|
Really? We're obviously not telling you that and you know it, so why make a smart ass comment when people are trying to help you?
SCV scouts + scans should tell you a lot of info, even if you don't scan the SG directly. Toss can't afford to go 3gate > SG for VR rush, and unless he spreads out his stuff extremely well you should be able to get an idea of what he is trying to do. There are some times where you aren't able to tell, and in that case you have to play really defense and expect everything. Yes it puts you in a disadvantage, but more often than not you will be able to guess what he is doing and if you defend properly you will usually be ahead. For example, the recent Stats vs Flash game. Did you see how many turrets Flash made when they proved to be useless? He had no choice, and some times you just have to accept that. In SC2 it's a lot easier though, because of how fast you can get an OC.
|
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?
Please calm down all they are suggesting is you scout earlier (i recommend around 12/13 supply when ur first rax finishes or early) but please do not act as though the forum-goers are yelling at you when you refuse to accept their advice
|
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.
|
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? Why did you post a request for advice/help/information like this if you're not going listen to it the advice/help/information you get? Particularly if it's useful given your current outlook... I suggest you re-read the options suggested and re-evaluate your own play.
If you want to sit there and wait for a void ray nerf that may not even come, that's your prerogative but its a pretty pointless thread. The smart gamers will be looking for ways to combat it with what they have. They're already doing it.
|
I still open vs Toss with my 2X Reactor 1X Tech rax into expand. Have your First rax crank marines non-stop and make it the last one you do an Add-on to. I go off 1 gas to increase mineral return for lots of rines. My push is with +1 and Shield upgrade- that's when I expand. Your push is like 80% Marine 20% Marauder. It's great vs Rays and Immo- the last thing you want to see is a gang of Stalkers, with a few Sentries for Guradian and Zealots. If you see that back off and add Marauders/Tech Labs.
|
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.
And due to reactors, and Vikings being cheaper, AND support from marines, it's very easy to accomplish that.
|
On May 20 2010 13:38 mrlie3 wrote:Show nested quote +On May 20 2010 13:37 krowe wrote:I use gretorp's ghost build, have never been beaten by void ray since.  I've tried ghost build as well but it seems toss will switch to mass stalkers once he sees 1 ghost and it doesn't seem to work since you are behind in marauder counts.
Well if you do the build right, as you work your way into starport for medivacs, by then you should have a bunch of marauders, you only need 3-4 ghosts max for emp and sniper shot, then have the marines and marauders ready. I would say the upgrades are really important as well, emp and stim together really annihilate his army.
|
On May 20 2010 14:21 hellz.atalvez wrote:Show nested quote +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? Please calm down all they are suggesting is you scout earlier (i recommend around 12/13 supply when ur first rax finishes or early) but please do not act as though the forum-goers are yelling at you when you refuse to accept their advice
Thank you for remaining calm. Scouting wasn't the problem, because in either case I noticed this very early. The problem is knowing what to do in response.
Thanks to everyone who pointed out the ghost build, I am looking into that now.
|
before trying anything fancy like fast ghosts, I'd really recommend just building more marines.
|
On May 20 2010 14:23 Brett wrote:Show nested quote +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? Why did you post a request for advice/help/information like this if you're not going listen to it the advice/help/information you get? Particularly if it's useful given your current outlook... I suggest you re-read the options suggested and re-evaluate your own play. If you want to sit there and wait for a void ray nerf that may not even come, that's your prerogative but its a pretty pointless thread. The smart gamers will be looking for ways to combat it with what they have. They're already doing it.
I am simply complaining about the two people who were unhelpful. I am sorry I had not gotten around to thanking those who were. Thanks to everyone who suggested the ghost build again, I am looking into that.
It is not helpful to me to just say I am a noob and don't understand the basics of the game. Obviously I am not pro, but I am not 1500+ gold from being a noob as well. I am not suggesting a nerf of any kinda, simply that it seems those responding emotionally (resorting to near-name calling) are scared of such.
And to you, thank you for not simply joining in the trolling, but trying to get this conversation back on track.
|
On May 20 2010 14:31 Luddite wrote: before trying anything fancy like fast ghosts, I'd really recommend just building more marines.
When I initially encountered this, I tried responding with a lot of marines. They all got toasted because of the rays range, shield regen, cliffs, and ample buildings to charge on.
http://www.sc2rc.com/index.php/replay/show/3220
So after getting completely decimated doing that, I have been trying other things.
|
Hey watched your replays and i noticed a couple things,
in the first game you should have scouted him and known exactly what he was doing as he had 0 units up until like 6-7 mins in, now in this game he actually placed his cannons pretty poorly and you could have killed his workers with like a marine but assuming his base was properly protected there was no need to take the island expansion since against voids its actually much more dangerous than taking your nat and you get your eco boost faster. to deal with the voids you did fine against the initial attack other than using stim a little inappropriately and moving too close to the edge, you can sit back and chill and let him expose his voids before stimming and attacking. I think you did lose this game since you tried to drop him while you didn't know where his voids were which then killed your base, its fine to scout around find them and then send a harassment drop a bit later on or just sit back and expand as he does have map control with so much money into those base destroyers.
In the second game on DO i think you just tried to expand too fast on that map, i mean if you can get away with it great but here it obviously backfired, generally i fully expect some sort of air attack so i focus on defending which i do really by just getting a couple rax and constant production of marines and then getting starport with reactor and pump out some vikings and i find i generally have no problem with voids.
In fact here is a replay of me vs a P going 2 stargate voids into expand and HTs, now i did lose this game but not to the voids instead mostly due to the fact that i forgot stim and then instead of microing my army during the first fight i was freaking out about how i forgot stim lol, so bad i know.
http://www.sc2rc.com/index.php/replay/show/5985
|
well you should take a look at Gretorp's Build, or you could try expanding while getting turrets and the +1 range for them, then you just position your turrets and defend your expo. Voidray's range is 7 Turret's is 7 +1=8 and we all know 7<8
|
On May 20 2010 15:03 TangJuice wrote:Hey watched your replays and i noticed a couple things, in the first game you should have scouted him and known exactly what he was doing as he had 0 units up until like 6-7 mins in, now in this game he actually placed his cannons pretty poorly and you could have killed his workers with like a marine but assuming his base was properly protected there was no need to take the island expansion since against voids its actually much more dangerous than taking your nat and you get your eco boost faster. to deal with the voids you did fine against the initial attack other than using stim a little inappropriately and moving too close to the edge, you can sit back and chill and let him expose his voids before stimming and attacking. I think you did lose this game since you tried to drop him while you didn't know where his voids were which then killed your base, its fine to scout around find them and then send a harassment drop a bit later on or just sit back and expand as he does have map control with so much money into those base destroyers. In the second game on DO i think you just tried to expand too fast on that map, i mean if you can get away with it great but here it obviously backfired, generally i fully expect some sort of air attack so i focus on defending which i do really by just getting a couple rax and constant production of marines and then getting starport with reactor and pump out some vikings and i find i generally have no problem with voids. In fact here is a replay of me vs a P going 2 stargate voids into expand and HTs, now i did lose this game but not to the voids instead mostly due to the fact that i forgot stim and then instead of microing my army during the first fight i was freaking out about how i forgot stim lol, so bad i know. http://www.sc2rc.com/index.php/replay/show/5985
Hey, thanks so much, that was fairly helpful. I do understand my mistake in the first game - dropping when I didn't know where his voids were. I think I was just so fed up with dealing with them, and I knew I had a bigger army, I just wanted to end it. Can you go more into the details on how I managed the units I did have? I felt like it was still really hard to defend against void rays even though I was building the "direct counter." I feel like I usually have to manage units that are soft countered to make them effective, but direct counters just kinda work on their own (for other cases, obviously to a certain extent). For instance: Should I leave buildings to give me vision, or is that just charge fodder? How far should I keep my marines back when waiting, so I can engage without losing range instantly? When should I stim - when I first see the rays go in? Or maybe wait til he seems committed?
Maybe I did something wrong, but on the DO game, I felt like I was getting starport as fast as reasonably possible without going double gas. I think I built fact when the gas was available, and then did the reactor trick to get instant reactor on my starport. Sadly his voids came right when they started producing. Obviously some marines instead of the command center might have helped, but I thought I could get enough vikings fast enough.
|
It really is all about gretorp's ghost-marine build with a simcity. I love it so much.
|
The void ray opening is pretty strong. If you do suspect it's coming, you can have more than enough marines to fend it off. also, either ghost (EMP?) or vikings (range?) is possible to support your marines. you also need good marine micro - or at least, you need marine micro as good as the toss VR micro. once you have stim, you have a good chance of running under the VR and sniping them before they can run.
it might be difficult not to lose anything, but you'll probably be okay and perhaps ahead, since VR is pretty expensive.
the toss ground army should be weaker than usual after the void rays are fended off, so consider doing some timing push once you have enough marines. at the very least you can force the void rays to come back home to defend, perhaps?
|
I think the build in the first game of this http://day9tv.blip.tv/file/3647060/ is pretty good against early void rays. Plus, it has a way where, if you do hold out against the void ray well, you can kill the protoss fairly easily.
|
I am experimenting with 3 rax (1 tech lab and 2 with nothing just for marines) all-in. It comes just before the warp in finishes and gives pretty much good results. If you know voids are coming you can just pump pure marines. Reactor is not an option for the rush as it takes so much time to build it doesnt pay off time-wise.
|
Vikings have longer range then Void Rays so if you are building marines you can have them a little bit infront of the Vikings and the void rays are easy to scare away or even kill. You will also have siege tanks from your factory if you get vikings that early.(If he goes little void rays you will be able to defend ground stuff.)
|
On May 20 2010 15:14 NATO wrote:Show nested quote +On May 20 2010 15:03 TangJuice wrote:Hey watched your replays and i noticed a couple things, in the first game you should have scouted him and known exactly what he was doing as he had 0 units up until like 6-7 mins in, now in this game he actually placed his cannons pretty poorly and you could have killed his workers with like a marine but assuming his base was properly protected there was no need to take the island expansion since against voids its actually much more dangerous than taking your nat and you get your eco boost faster. to deal with the voids you did fine against the initial attack other than using stim a little inappropriately and moving too close to the edge, you can sit back and chill and let him expose his voids before stimming and attacking. I think you did lose this game since you tried to drop him while you didn't know where his voids were which then killed your base, its fine to scout around find them and then send a harassment drop a bit later on or just sit back and expand as he does have map control with so much money into those base destroyers. In the second game on DO i think you just tried to expand too fast on that map, i mean if you can get away with it great but here it obviously backfired, generally i fully expect some sort of air attack so i focus on defending which i do really by just getting a couple rax and constant production of marines and then getting starport with reactor and pump out some vikings and i find i generally have no problem with voids. In fact here is a replay of me vs a P going 2 stargate voids into expand and HTs, now i did lose this game but not to the voids instead mostly due to the fact that i forgot stim and then instead of microing my army during the first fight i was freaking out about how i forgot stim lol, so bad i know. http://www.sc2rc.com/index.php/replay/show/5985 Hey, thanks so much, that was fairly helpful. I do understand my mistake in the first game - dropping when I didn't know where his voids were. I think I was just so fed up with dealing with them, and I knew I had a bigger army, I just wanted to end it. Can you go more into the details on how I managed the units I did have? I felt like it was still really hard to defend against void rays even though I was building the "direct counter." I feel like I usually have to manage units that are soft countered to make them effective, but direct counters just kinda work on their own (for other cases, obviously to a certain extent). For instance: Should I leave buildings to give me vision, or is that just charge fodder? How far should I keep my marines back when waiting, so I can engage without losing range instantly? When should I stim - when I first see the rays go in? Or maybe wait til he seems committed? Maybe I did something wrong, but on the DO game, I felt like I was getting starport as fast as reasonably possible without going double gas. I think I built fact when the gas was available, and then did the reactor trick to get instant reactor on my starport. Sadly his voids came right when they started producing. Obviously some marines instead of the command center might have helped, but I thought I could get enough vikings fast enough.
Hey, so yah voidrays are a very strong unit so its going to be normal to feel very pressured by them until you get very comfortable defending against them, that being said really just try and feel things out over the course of a lot of games, its very hard to say the exact best way to defend since there are so many variations that are possible right now and then i am by no means an expert and could easily just not know something. As far as i can tell its good to keep your buildings back to leave space for your units to maneuver and not get picked at, keep your marines and vikings in separate control groups and try and keep your vikings in front of your marines scouting around to spot for em and abuse the range advantage if he tries to poke in then if he does attack the vikings pull them back a bit while stimming the marines and attack em, unless the P has good control and attention the voids will follow the vikings into your marines, also try and keep both optimally positioned such that if he wants to attack anything he has to fly over land, now obviously this is not always going to be possible so generally your goal is to take as little damage as possible while keeping at your macro and then picking off the voids when you can, you shouldn't feel like you HAVE to kill off ALL of the voids right as they start attacking you, just chill macro and defend and eventually you will get enough stuff to shut it down completely at which point he will have sunk all this money into voids early on, which is really very costly off of 1 base, and is usually a lead into an expansion where you can attack and kill him with your 2 bases while he is just getting his 2nd up. Now on a map like scrapstation or DO where mass voids could actually work it might be a good idea to get an engbay up and get turrets with the +1 range upgrade and cluster them in groups of 2/3 in key spots in your base along with some marines/vikings to help defend while you push since the ground distance is so long while the air distance is so short between bases on those maps, or you could also just opt to expand a lot while defending and harassing with drops/hellions/reapers if he sticks to mass voids. on pretty much all other maps the ground distance is so short that if he sticks to mass voids just go kill em.
|
On May 20 2010 14:31 Luddite wrote: before trying anything fancy like fast ghosts, I'd really recommend just building more marines.
The problem with mass marine is that voids can run in snipe a marine take 0 damage to hp while the shields suck it up regen for 20sec and run in and do it till you're dead all the while stopping your expo and opening up their's... ghosts cut the shields down and either a) force the rays to back off b) destroy them opening up your expo or even a counter push depending on the situation
|
I'm about 99% sure you can go 1 tank straight into thor and defend void ray with marine/thor, then do a big 2 base timing push that they can't defend if they expanded too late.
Or you can get 1 starport and get 1 viking and siege before expanding, or you can open ghost marine.
|
i play random but tvp my build is fast banshee cloaked -> marine/medivac/tanks -> ghosts
Beating VR openings (this is the part that you care about): 1st rax constantly build to 4 rines -> reactor -> continue rine production - i've had some close calls with this but it times well defending 1stargate VR attacks, but i have never defended a 2stargate attack although i don't know if that is possible to do lol (end direct answer)
Rest of the build (this part is extra aka you can stop reading)
Banshee+cloak to exploit warp and star tech's 0 detection and robo's lack of anti-air. i tech as i mass marine - this usually ends up (1) harassing, keeps the toss in his base making stalkers (2) winning outright or (3) forcing an all in push - (3) sucks but hopefully i have scouted and have added enough bunkers to survive what i see coming
Transition into biotank key sidenotes: - i research medivac energy before i go into reactor port and move the factor to the tech lab for tanks or add a rax to it for earlier stim/shields, this is situational - i go heavy on the medivacs+marine because rines do massive damage if they are upgraded and kept alive and tanks eat up the stalkers i've force him to make. MMtank also does fine against anything the toss can throw at you as long as you kept up in macro (tanks for colossi/templar - marines against air/immortals) - you can substitute tanks for marauders if that's easier for you or if you like marauders but i find them to be weak substitutes - (1) tanks hit harder and shoot farther (3) marauders can be exploited by FF+colossi or templars, and (3) tanks and medivacs give you a better balance of resources than MMM so you can scan without having your gas skyrocket
Add Ghosts emps always a good choice against toss and easy access to nukes lets you be mobile and devastating if you're too afraid to unseige and lose your position. the eventual ghost+tank combo gives you a devastating 1-2 punch for your fights - this is last because of the i prioritize gas to medivacs and tanks, as i get more bases i can afford this tech but you can make your own build with whatever transitions you want
I've had a lot of success with this. Good luck moving up the ladder!
|
United States47024 Posts
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? Actually, if you watch the latest Day[9] Daily, he talks about how flexible 1rax1fact1port is as an opening, and how it has the flexibility to decently face any build other than fast immortals (and even then, can win with some good micro).
|
The charge mechanic makes it so void rays rape when they have the advantage and get raped when they don't much more so than other units. This means you got to have enough units to stop them when they attack(and not let them charge up without resistance) and makes them seem stronger than they are, but if you have the proper force to stop them they melt like butter. For example: 3 vikings with no micro(not even focus fire) beat 2 void rays and 2 of the vikings survive, and the vikings are notably cheaper - 450/225 vs 500/300, have a lower build time and can be double built, so even just vikings rape void rays easily. If you add marines it becomes even worse for the void rays, since they can't take advantage of their range against marines and marines are even more cost effective against them than vikings are, due to being light armored, small and cheap.
|
On May 20 2010 17:35 TheYango wrote:Show nested quote +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? Actually, if you watch the latest Day[9] Daily, he talks about how flexible 1rax1fact1port is as an opening, and how it has the flexibility to decently face any build other than fast immortals (and even then, can win with some good micro).
You can actually hold immortal with a bunker at your ramp with siege and enough marines. Don't even need to micro ^^
|
cloaked banshee opening with siege tanks and constant marine production with the capability to make occasional vikings really owns any voidray or 4gate opening. robobay openings are ok since they have to get at least 2 observers first, and you have plenty of time to expand, blink stalkers are tough but even they will get damaged by defensive cloak use until you can set up for a more marauder heavy composition with a few well placed siege tanks.
|
Actually toss have not many options vs Terrans. They cannot FE vs Terrans. Toss are easily dominated on the ground by M&M + EMP (EMP is very important). To counter mass marauders+EMP, they can only rely on VR (i'm not sure that even speedlots can break EMP+concussive shells). So if VR is nerfed in the next patch, this will be the very end of the PvT, unless another counter to M&M+EMP is given to protoss in this patch as well.
Terrans can build 2 starports with reactors and pump up mass vikings very quickly and actually EMP+microed vikings beats VR very hard.
|
On May 20 2010 17:26 hellz.atalvez wrote:Show nested quote +On May 20 2010 14:31 Luddite wrote: before trying anything fancy like fast ghosts, I'd really recommend just building more marines. The problem with mass marine is that voids can run in snipe a marine take 0 damage to hp while the shields suck it up regen for 20sec and run in and do it till you're dead all the while stopping your expo and opening up their's... ghosts cut the shields down and either a) force the rays to back off b) destroy them opening up your expo or even a counter push depending on the situation I think the OP was mainly just talking about how to defend against early void rushes though, so there's only 1 or 2 void rays, and there's no way to get ghosts out fast enough unless you really rush them.
|
On May 20 2010 18:24 Luddite wrote: I think the OP was mainly just talking about how to defend against early void rushes though, so there's only 1 or 2 void rays, and there's no way to get ghosts out fast enough unless you really rush them.
Terrans should always have 1 ghost in their army in PvT (no matter what strat the Terran is going to). And ghost can be tech very quicker than VR, no?
|
On May 20 2010 18:34 zephon wrote:Show nested quote +On May 20 2010 18:24 Luddite wrote: I think the OP was mainly just talking about how to defend against early void rushes though, so there's only 1 or 2 void rays, and there's no way to get ghosts out fast enough unless you really rush them. Terrans should always have 1 ghost in their army in PvT (no matter what strat the Terran is going to). And ghost can be tech very quicker than VR, no? For ghost: barracks/tech lab/ghost academy/ghost for voidray: gateway/cyber/stargate/voidray
I'm pretty sure rushing straight to ghost with only one barracks will get you fucked vs a lot of builds, whereas protoss can usually comfortably go stargate after 1 gate.
|
United States47024 Posts
On May 20 2010 18:37 shawabawa wrote: For ghost: barracks/tech lab/ghost academy/ghost for voidray: gateway/cyber/stargate/voidray
I'm pretty sure rushing straight to ghost with only one barracks will get you fucked vs a lot of builds, whereas protoss can usually comfortably go stargate after 1 gate. The difference is that Terran can concurrently add their tech lab and ghost academy, while Gateway/Cyber/Stargate have to be added in succession. Also, the main bottleneck in making ghosts is gas--getting more barracks and pumping marines is very feasible.
|
On May 20 2010 18:34 zephon wrote:Show nested quote +On May 20 2010 18:24 Luddite wrote: I think the OP was mainly just talking about how to defend against early void rushes though, so there's only 1 or 2 void rays, and there's no way to get ghosts out fast enough unless you really rush them. Terrans should always have 1 ghost in their army in PvT (no matter what strat the Terran is going to). And ghost can be tech very quicker than VR, no? you CAN, yes. however it's generally not a good idea to be like "gotta get ghosts as fast possible! ghosts are the key!" You'll die to any sort of normal timing attack.
|
Well the level at which you are playing, you don't really need the ghost at all, it's more of a nuisance than help when you can't micro. Scout Protoss, when you see void ray opening, have heavy mineral start with just one gas running, build 3-4 rax, one techlab, research stim, build up force 1:3 (mara:marine) + try to get startport for medivacs and do the good old timing push with mmm ball. He'll have voidrays + stalkers most likely and you can tear up through that np (with infantry upgrade + stim). Voidrays aren't that great against mass marines, with target fire and stim just lure them into open, stim up, rush there, gib and laugh. This tactic works very well below platinum, it's both voidray rush counter and your own timing push.
Doing that ghost build is worth once your opponent knows what's he doing, or you are certain that you can transition out of it / execute it properly. Getting ghost academy and ghosts early on is pretty damn expensive and denies early starport.
|
Don't build at ledges, spend 550/150 to get 8 marines with stim and u counter void rays.
|
day and cauthon gave some good advice in the state of the game 5 podcast.
|
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, beacuse every other toss strategy will lose to DDDDD
fixt for truth
|
On May 21 2010 01:53 shammythefox wrote:Show nested quote +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, beacuse every other toss strategy will lose to DDDDD fixt for truth
Haha, I actually agree with this. I think there's a problem in PvT right now, because void ray is almost the only viable strategy. This makes me sad. Me thinks P could use some buffs in other units, or possibly gateway build time that isn't so ridiculously long.
|
On May 20 2010 14:27 NitroN7 wrote:Show nested quote +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. And due to reactors, and Vikings being cheaper, AND support from marines, it's very easy to accomplish that. exactly. void rays (AS CURRENTLY USED) are not a good strategy. they have never worked on the asia server, and after terrans stop crying and start countering it right they will never lose.
i play terran btw.
|
I keep hearing that there's an upcoming patch that is going to nerf void rays. As a noob who often gets beat by them, I wouldn't mind that. Heh heh. But is this anything more than an unfounded rumor? Has a blizzard employee mentioned that a void ray nerf is coming?
|
"The upcoming patch contains a little tweak to Void Rays that will hopefully make them more vulnerable to microed units, such as Hydras or Vikings.
I just wanted to assure you that we're looking into this and we're monitoring this unit closely."
link
|
If you get air superiority with Vikings (Which is possible and even cost effective) then you can use marauders with concussive shell to help kill zealots. The whole key is that you need to kill the vikings first and worry about the ground war later. Typically a toss won't have both the void rays to kill all your vikings and the zealots to kill all your marauders, he'll only have one or the other. You just can't let him have the void rays.
Also don't be afraid to kill zealots with Vikings if you lose the ground war badly, because losing the ground war will get way less of your army and base killed than losing the air war, and don't forget to repair the Vikings.
I wouldn't suggest marines because sentries do so much to help void rays beat marines, especially charged void rays.
|
get some marines...get a turret and upgrade the building armor.
|
This thread should've ended when somebody posted you link to gretorps strat. have you been using them? results?
|
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.
|
On May 21 2010 14:51 Cynthedic wrote: This thread should've ended when somebody posted you link to gretorps strat. have you been using them? results?
This requires a lot of changes to what I do, and my practice partner wanted to try their own things, so I only got to try it to some degree. If there is a good (1400+ plat) player (my current partner is 1700+) willing to help me with this, I would be much appreciative.
|
and here goes the 5000st post about void ray whining...
just dont skip marines and you are in perfect shape, because thats the only reason this build even exists. take your expo and an easy win....
|
Select Marines and 1A after Patch 13.
|
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.
|
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.
|
Build Marines attack win with your Stim and Shield =)
|
"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?
|
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.
|
|
|
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.
|
|
|
Wait for the next patch. :/ lol
|
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
|
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.
|
unnecessary bump, this OP was made before patch 13, when void rays still had 7 range.
|
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.
|
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.
|
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
|
Oh FFS can you people stop necroing threads, especially the ones that have 500 other topics about them?
|
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
|
hey man, 1 viking with perfect micro can take out an infinite number of voids...range 9 vs range 6...practice a bit
|
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.
|
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.
|
|
|
|
|
|