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[Q] Fastest Void Ray Time? - Page 2

Forum Index > StarCraft 2 Strategy
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MICHELLE
Profile Joined June 2010
Korea (South)199 Posts
Last Edited: 2010-07-23 01:46:15
July 23 2010 01:46 GMT
#21
hahahaha, OP quoting Day9~
amazing
yea, keep playing like that, never adapt to other player, you will get very far!!!
GOGOGO CANADA FIGHT

ps~ just make a 3rd queen
Artosis, he's like that moss that grows on a tree that lets you know where the sun is
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
July 23 2010 02:14 GMT
#22
In game time around 5:15 is the fastest I could get. It requires a fairly fast double gas though so you don't have to wait for the gast for the stargate, 5:30 gametime is the most reasonable time for a fast voidray without really changing the build from a standard build.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
July 23 2010 02:21 GMT
#23
Do it yourself, if all your trying to do is a get a void out fast as possible you dont need to be able to play toss.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Tempora
Profile Joined July 2010
United States78 Posts
July 23 2010 02:32 GMT
#24
im glad to answer your original question, since nobody else seems to understand why you asked it.
with a SOLID, REASONABLE build, i get my first void ray around 5:45 or 5:50. thats an average of time, for having to account for cheese and junk and possibly needing to create a stalker somewhere in there to stop reapers and stuff. however, vs zerg, i got it out a little sooner. i also do a build where i focus mainly on VRs but i dont attack till i have about six, producing from 2 starports. its basically a turtle to Voidray build, and i demolish your min line a little bit after 7 min.

so if your worried about a single void ray, i would be ready for it about 5:30 if someone is just wanting to get it out as soon as possible.
for mass, i would be ready about 7:00 mins.
hope this is helpful.
who macro's? real men 6 pool.
Bio
Profile Joined June 2010
Canada185 Posts
July 23 2010 02:47 GMT
#25
On July 23 2010 11:32 Tempora wrote:
im glad to answer your original question, since nobody else seems to understand why you asked it.
with a SOLID, REASONABLE build, i get my first void ray around 5:45 or 5:50. thats an average of time, for having to account for cheese and junk and possibly needing to create a stalker somewhere in there to stop reapers and stuff. however, vs zerg, i got it out a little sooner. i also do a build where i focus mainly on VRs but i dont attack till i have about six, producing from 2 starports. its basically a turtle to Voidray build, and i demolish your min line a little bit after 7 min.

so if your worried about a single void ray, i would be ready for it about 5:30 if someone is just wanting to get it out as soon as possible.
for mass, i would be ready about 7:00 mins.
hope this is helpful.



Thank you good sir and for the rest of you who have contributed times. It is much appreciated.

"Oh no, he has run out of..... base!"
kzn
Profile Blog Joined June 2007
United States1218 Posts
July 23 2010 02:49 GMT
#26
You don't really have to worry about the absolute fastest VR rush because that will entail zero other units being made except probes - and thats, worst case, a base trade on any map but DO.

I think around 6 minutes is the earliest you should worry about.
Like a G6
Trump
Profile Joined April 2010
United States350 Posts
July 23 2010 04:18 GMT
#27
TLO v Tester G3 was an example of the "fastest VR rush possible / practical"

Scary stuff for Terrans
Friendship is Magic! <3
Anon06
Profile Blog Joined June 2010
United States203 Posts
July 23 2010 04:18 GMT
#28
On July 23 2010 09:57 EnigmaZero wrote:
Show nested quote +
On July 23 2010 09:25 zhul4nder wrote:
faze with 2 void rays > 3 queens? i thought that was the case that made them oped? And now since you can faze with charge...o_O makes it even rougher on the zergs right?


Browder recently said they were aware of fazing (he even called it that) and that it will be fixed.

but he also said there wont be any updates until fews months after release unless it's an emergency.
harky
Profile Joined July 2010
98 Posts
July 23 2010 04:28 GMT
#29
You need defense up by ~5:30 game time, as others have said. If you see one that early you've basically won though. If you scout it, or simply smell it coming, then go with two queens. If they start with the bug ('clever spam clicking'), then move the queen that is not spawning larvae out of range. Use it as a healer and the other queen will kill the VR. While you're doing that just push their base. If they're hitting you hate early with VRs they won't be able to afford much of anything else. If they come a little later they usually come in pairs and by then you can have Hydras out in time. Look up some 2 Hatch Hydra play for larger maps where the VRs will either be a proxy, or coming quite a bit later.
sjschmidt93
Profile Joined April 2010
United States2518 Posts
July 23 2010 04:43 GMT
#30
Fastest VR? I mean, define that. Completely skipping all units/tech other than 1 gate, a cybercore and a stargate? And how good of an economy are we assuming?
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
ogalthine
Profile Joined July 2010
18 Posts
July 23 2010 05:34 GMT
#31
What no one seems to talking about here is the importance of SCOUTING. If a P really is super-super-super rushing VRs, he won't be able to hide it from a late-ish scout (one gateway, probably just one zealot, which you can outrun = VR).

If you have no idea what your opponent is doing, then you're just rolling the dice. Your strat might counter his or his might counter yours, but there's no way of knowing.
-
ZataN
Profile Joined July 2010
New Zealand414 Posts
July 23 2010 05:34 GMT
#32
On July 23 2010 13:18 Trump wrote:
TLO v Tester G3 was an example of the "fastest VR rush possible / practical"

Scary stuff for Terrans

it only worked so well because TLO was going reaper + hellion harass which leaves a terran player open to air. if TLO had marines along with the vikings he would have been fine
CJ BABY | FAKER > PAWN BELIEVE IT
Percutio
Profile Blog Joined April 2010
United States1672 Posts
July 23 2010 08:23 GMT
#33
I managed one Void Ray at 5:00 flat in game time. Of course it cut probes significantly.

I would say the fastest rush would typically come at 5:15 while a more practical estimate would be 5:40ish.

The way I got one at 5:00 would be an all in cheese and I think it slows down the production of other Void Rays.
What does it matter how I loose it?
Neuuubeh
Profile Joined July 2010
138 Posts
Last Edited: 2010-07-23 10:03:26
July 23 2010 09:59 GMT
#34
On July 23 2010 09:42 Bio wrote:
And I don't want to be forced to make units I don't want to just because my opponent. That is the reason most zerg die quickly. The opponent transitions. LIke in TvP where toss will go void rays to get them to make marines, and then will transition into a marine... killing.... unit... like ummm.... speedlots I guess, but as day9 teaches us we should not change our builds to account for things that may happen, but to just happily continue on with our build.



Well, how about you stop listening to day9?? Jeezuz, everyone in this thread is quoting day9 as if he is the god of starcraft 2 strategy and tactics.. OF COURSE YOU HAVE TO COUNTER HIS DAMN UNITS??? Thats what zerg is all about, reaction to his actions. Yeah sure, if you dont stay on your toes, the enemy can abuse that. But so can you, bluffs in sc2 can be effective. Stick to your strategy (As day9 obviously teaches you) and see how far that gets you.


Also, sorry to say this, but why the hell dont you drop 1 spore at each base??? You will be wanting that evo chamber in the long run anyhow.. Getting 20000 queens is hardly mineral efficient and ends up delaying your evolution.. But then again, thats what day9 said to do. Hm, he also said to abuse that amazing mobility of Zerg. OH SNAP, NO SUCH THING

Start thinking on your own please? If you played all the time you spent watching his damn commentaries, you mightve developed some strategies yourself.


PS. Wheres your scouting anyhow? Getting 5 queens cause afraid of air, but getting rolled by a 4gate push? lolo?

PS2 - are people in diamond seriously using void rays on NA server? On EU I havent seen those past gold oO
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
Last Edited: 2010-07-23 10:14:10
July 23 2010 10:10 GMT
#35
5:30-5:40 is a reasonable time using a semi-standard build that isnt an all-in VR rush.

Oddly enough, you can manage to get 3 sentry, 4 stalker, 1 zealot, and 2 VR by about 7:10 or so (and have 4 warpgates ready to pump nonstop, though limited stargate production....). Could be interesting to see that kind of big warpgate push in a game. Almost seems like it could be one of those unstoppable pushes actually.

I may have to refine the build a bit, but it seems powerful considering how strong 4 warpgate is by itself.

I was a diamond protoss during the beta, though I pretty much never did VR builds.
Genovi
Profile Joined May 2010
Sweden388 Posts
July 23 2010 11:37 GMT
#36
On July 23 2010 18:59 Neuuubeh wrote:
Show nested quote +
On July 23 2010 09:42 Bio wrote:
And I don't want to be forced to make units I don't want to just because my opponent. That is the reason most zerg die quickly. The opponent transitions. LIke in TvP where toss will go void rays to get them to make marines, and then will transition into a marine... killing.... unit... like ummm.... speedlots I guess, but as day9 teaches us we should not change our builds to account for things that may happen, but to just happily continue on with our build.



Well, how about you stop listening to day9?? Jeezuz, everyone in this thread is quoting day9 as if he is the god of starcraft 2 strategy and tactics.. OF COURSE YOU HAVE TO COUNTER HIS DAMN UNITS??? Thats what zerg is all about, reaction to his actions. Yeah sure, if you dont stay on your toes, the enemy can abuse that. But so can you, bluffs in sc2 can be effective. Stick to your strategy (As day9 obviously teaches you) and see how far that gets you.


Also, sorry to say this, but why the hell dont you drop 1 spore at each base??? You will be wanting that evo chamber in the long run anyhow.. Getting 20000 queens is hardly mineral efficient and ends up delaying your evolution.. But then again, thats what day9 said to do. Hm, he also said to abuse that amazing mobility of Zerg. OH SNAP, NO SUCH THING

Start thinking on your own please? If you played all the time you spent watching his damn commentaries, you mightve developed some strategies yourself.


PS. Wheres your scouting anyhow? Getting 5 queens cause afraid of air, but getting rolled by a 4gate push? lolo?

PS2 - are people in diamond seriously using void rays on NA server? On EU I havent seen those past gold oO


Nothing wrong with listening to Day9. Problem is interpreting him the wrong way. All he said there is that your build should be flexible enough to be able to deal with things such as a fast Void Ray.

When it comes to VR usage I use them a lot in my PvT matchup a lot since it delays the marine ghost push just enough to get a nice mix of chargelots, sentries and some VRs. I dont use them at all vs Zerg and as Zerg I don't fear them as much post range nerf. Queens build fast enough to deal with them until you get Hydras out.
We fucking lost team - RTZ
LeDuck
Profile Joined July 2010
Germany152 Posts
July 23 2010 12:47 GMT
#37
It depends on how the protoss player is doing the voidray rush:

If I get my gateway at 12, immediately build the cybercore, stargate and chrono boost the voidray twice, I get him out at 5:20 (Game Time), with a proxy stargate he should in your base pretty fast.
If players go for this kind of an all-in rush they usually skip the stalker, warp gate research and block their entrance. In short, the base is incredible vulnerable to an early push.

If you have a scout in your opponents base, he has to chrono boost a stalker first so you don't suspect that a voidray rush is coming, which is going to delay everything a little bit. Otherwise he's going to get a zealot to complete the wall-off, which shouldn't cut the timing at all.

Queens are the safest option (I wouldn't recommend spore crawlers), just be careful he doesn't manage to charge up his voidrays. In case he waits for 2 voidrays you should have enough time to get a bunch of queens and have hydralisks on the way. What I would recommend is to get a friend, who plays protoss and tell him to go straight for voidrays, while you are playing your ordinary build order. This is the best way to find out the timing and see, where you can squeeze in a counter.
Quack
EnderCN
Profile Joined May 2010
United States499 Posts
July 23 2010 14:59 GMT
#38
On July 23 2010 14:34 ZataN wrote:
Show nested quote +
On July 23 2010 13:18 Trump wrote:
TLO v Tester G3 was an example of the "fastest VR rush possible / practical"

Scary stuff for Terrans

it only worked so well because TLO was going reaper + hellion harass which leaves a terran player open to air. if TLO had marines along with the vikings he would have been fine



Yep, TLO had used a build that would be extremely vulnerable to early void ray the last game and Tester scouted he was doing it again, on top of that TLO left Testers base a little too early probably so didn't scout it. All he needed was 3 marines and the first VR does nothing pretty much.
schiznak
Profile Joined October 2009
Australia258 Posts
July 23 2010 15:49 GMT
#39
get 3 queens as a standard against any 1 basing protoss, use the 3rd queen to make a creep highway between your main and natural and run back and forth to defend any void ray harass, this buys time for your tech to get out, trying to rush lair tech out before void rays is impossible without just 1 basing or majorly cutting drones
"That's very e-sports of you to have the camera focused on the people instead of the game" -ultradavid
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
July 23 2010 16:03 GMT
#40
On July 23 2010 18:59 Neuuubeh wrote:
Show nested quote +
On July 23 2010 09:42 Bio wrote:
And I don't want to be forced to make units I don't want to just because my opponent. That is the reason most zerg die quickly. The opponent transitions. LIke in TvP where toss will go void rays to get them to make marines, and then will transition into a marine... killing.... unit... like ummm.... speedlots I guess, but as day9 teaches us we should not change our builds to account for things that may happen, but to just happily continue on with our build.

Also, sorry to say this, but why the hell dont you drop 1 spore at each base??? You will be wanting that evo chamber in the long run anyhow.. Getting 20000 queens is hardly mineral efficient and ends up delaying your evolution..


Spore crawlers have range 7, void rays range 6. It's monumentally simple for the void rays to attack whatever they want while avoiding your spore crawlers.
aka Siyko
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