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Void Rays in T v P - Design Flaw - Page 13

Forum Index > StarCraft 2 Strategy
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clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
October 09 2010 22:32 GMT
#241
from my experience and posts in this thread it seems that this void ray attack counters factory heavy builds.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
guyGOTgirth
Profile Joined August 2010
United States76 Posts
October 09 2010 22:32 GMT
#242
On October 10 2010 07:26 sleepingdog wrote:
Show nested quote +
On October 10 2010 07:12 guyGOTgirth wrote:
Also due to positioning my initial scouting SCV is killed by stalkers at ramp.


man, you scouted at 19......19!

also you had no stim; you need stim, absolutely, absolutely necessary


Hehe fair enough =p... with that said I don't think stim or scouting at (2:15 vs 3:30) would have changed the outcome as played. do you?
Bnet ID: guyGOTgirth.114
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-10-09 22:40:10
October 09 2010 22:34 GMT
#243
On October 10 2010 07:27 iEchoic wrote:
This pylon-at-the-front-gate is a completely different monster though, and requires a lot bigger reaction to counter. You basically have to open 2x viking and you need to throw down more bunkers.

Unfortunately I didn't save the replay of me beating this pylon-charge void ray, but I basically opened 2x vikings and threw down 2 more bunkers behind my wall and brought like 15 scvs to repair. Then a cloaked banshee won it.


of course I was talking about pre-charged void rays, anything else isn't really worth discussing imo

dunno about the downsides, but I once lost vs 1/1/1 into more baracks on delta quadrant where the terran just didn't build ANYTHING anywhere near the ramp; I could've proxied a pylon at his ramp IN his main without him seeing it lol; I ended up losing my charge and got owned;

we saw this new building-structure too in IEM PvT today, maybe just build your base very tight will be the answer? meaning tight enough to also allow only small entrances for DTs and scv-pulls, kinda the same way P walls vs hellion-harass

shakuras is a completely different chapter though, here I think void rays ARE imbalanced; P can charge up on the rocks and won't lose the charge while going to the gas; I can hit at your fron while my void rays are loose in your back....shouldn't be possible on balanced maps

On October 10 2010 07:32 guyGOTgirth wrote:
Hehe fair enough =p... with that said I don't think stim or scouting at (2:15 vs 3:30) would have changed the outcome as played. do you?


yeah you're right, not really - your positioning was just very, very unlucky; that's the jackpot for us P-players when playing void rays, getting marines outside of the base stuck against only one force field

but you really need the tech-lab on the first baracks earlier for stim
"You see....YOU SEE..." © 2010 Sen
Delarchon
Profile Joined April 2010
Finland132 Posts
October 09 2010 22:47 GMT
#244
How is it bad to make a viking first?

I think it's one of the most annoying things to see one flying around in my base knowing that terran doesn't have to scan and can spend everything on mules.

And if this is a scouting problem for Terran is the only solution to this another nerf to the protoss unit?


What kind of sorcery is this?
Crosswind
Profile Joined May 2010
United States279 Posts
October 09 2010 23:04 GMT
#245
The thing is the required response is really drastic and if you don't start doing it immediately there is no way to stop it.


iEchoic...is this particularly different from most all-ins? 6 rax Marines requires a similar "I HAVE TO DO THIS NOW" approach.

I think, eventually, people will get comfortable dealing with this. And that, in the meanwhile, there will be a great deal of complaining on the strategy forums. Much like there was for the 4-gate, the 3-rax, and a half-dozen other strats of the week.

-Cross
LynxKerr
Profile Joined August 2010
Canada173 Posts
Last Edited: 2010-10-09 23:17:41
October 09 2010 23:14 GMT
#246
In the big t brawl, naniwa did this build to BratOK in game 1. Go watch it. He did the push with just two VR. It was also scouted by BratOK. You'll be able to see how effective this build is even though it was scouted and eventually pushed back.

Edit: I should note, you'll have to wait to watch it because it JUST happened.
Get busy livin', or get busy dyin'
huyNh
Profile Joined March 2010
Canada366 Posts
October 09 2010 23:15 GMT
#247
They should make it so VRs can't charge off their own units and buildings.

I've been 3 gate VR'd plenty of times and vikings are out of the question. 3 void rays that come into your base PRE-charged will shred vikings in half a second. The only way to stop those 3 VRs accompained by mass stalkers is a ton of marine with a few marauders for stalkers. And the only way to get sufficient amount of bio is to open 3 rax or open 2/1/1 with a heavier marine composition. 1/1/1 would be instant suicide.
huyNh.703
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 09 2010 23:19 GMT
#248
A tech whoring build like 1/1/1 dies to something? Tragedy! If I went 1gate 1citadel 1archives and asked why I was dying people would laugh at me.

Go 2/1/1 standard then, or go 1/1/1 and accept it can die to something. Most BOs can.
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 09 2010 23:23 GMT
#249
I'm not wanting to take sides either way towards whether they should or shouldn't be changed, but one adjustment that would keep the design intent intact would be as follows:

The final charge-up has three stacks. Each stack is added when the Void Ray focuses a single target for 3 seconds. A stack is lost each time the Void Ray switches targets. Once the stacks fall off, the Void Ray's beam returns to normal.

So basically you can charge up on a big target, switch to kill two of anything, but then you have to target something that has enough HP to reapply these stacks.
whatsgrackalackin420
megalopsy
Profile Joined October 2010
Belgium4 Posts
Last Edited: 2010-10-09 23:32:00
October 09 2010 23:30 GMT
#250
If you open 111 you could maybe get 1 raven and use PDD?
* edit- would the void ray loose their charge?
itsben
Profile Joined July 2010
435 Posts
October 09 2010 23:31 GMT
#251
I think the best change would be to not allow void rays to charge up on allied/neutral units. Keeping your charge on a zealot/pylon is pretty rediculous.
Ryuu314
Profile Joined October 2009
United States12679 Posts
October 09 2010 23:38 GMT
#252
On October 10 2010 08:30 megalopsy wrote:
If you open 111 you could maybe get 1 raven and use PDD?
* edit- would the void ray loose their charge?

Void ray attacks aren't stopped or affected in any way by PDD. 1/1/1 would easily stop this, however, due to the ease of which Terran can just get tanks and vikings to counter stalkers and VRs. The only issue with 1/1/1 is that it allows a competent P to easily FE with no fear of any real retribution.

Personally, I think opening with a fast fac with hellion would be ideal. The factory would be useful for further tech or tanks anyways and a fast hellion would be really nice for scouting. Scan the P's base and use hellion to scout the rest of the map. I don't imagine it to be too difficult to stop. I personally think a 5-6 rax marine cheese is harder to stop for P than this 3gate VR build for T.
Kwaa
Profile Joined June 2010
Sweden91 Posts
October 09 2010 23:52 GMT
#253
Honestly, I think this is pretty silly. If anything, Void Rays are "flawed" in PvZ. Atleast Zerg can't scan if they get denied scouting.

The Protoss will need early double gas, few gas costly units, and fewer gateways, which quite frankly is more then enough to realise that something fishy is going on.

Not to mention the fact that there are several Terran strategies which can't be stopped unless anticipated/scouted.
MACRO HARD!
PROJECTILE
Profile Joined April 2010
United States226 Posts
October 09 2010 23:54 GMT
#254
pdd can get shot down by micro'd void rays very quickly, but if you place the pdd back farther, it will still zap stalker blasts but it will require void rays to move into more dangerous range of marines to in order to attack it. The pdd has a pretty large radius, actually, and an attack only needs to enter the radius at some point. It certainly doesn't need to be thrown down right on top of your troops.

Not saying that it would counter this build at all, but I'd like to throw that out there in the discussion to those people saying it's absolutely worthless (it may still be, but whatever).
stroggos
Profile Joined February 2009
New Zealand1543 Posts
Last Edited: 2010-10-10 00:15:57
October 10 2010 00:14 GMT
#255
can people seriously stop saying to scan? You shouldn't scan a protoss to try and find tech, ever. Unless you are 100% sure their tech is there...

As a protoss player i think that a voidray being able to charge up on rocks/own buildings should be removed from the game. It's stupid.
hi
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-10-10 00:28:38
October 10 2010 00:23 GMT
#256
On October 10 2010 08:04 Crosswind wrote:
Show nested quote +
The thing is the required response is really drastic and if you don't start doing it immediately there is no way to stop it.


iEchoic...is this particularly different from most all-ins? 6 rax Marines requires a similar "I HAVE TO DO THIS NOW" approach.

I think, eventually, people will get comfortable dealing with this. And that, in the meanwhile, there will be a great deal of complaining on the strategy forums. Much like there was for the 4-gate, the 3-rax, and a half-dozen other strats of the week.

-Cross


You're right except for one thing, 5-6 rax marines are wayyyyyy easier to scout and take less commitment to stop. No gas is one early tipoff and hiding 5-6 raxes is nearly impossible. From the time the stargate goes up anywhere on the map you have about 1:00 to scout it until it's too late. I don't believe there's any early tipoff like no gas, and I also don't think you can hide 5-6 rax from a reaper, a scan, or literally anything, whereas a stargate is easy to hide.

I'm not saying the strategy is necessarily broken, although I'm not sure yet. I'm just saying this strategy is a hell of a lot more difficult to stop than people are giving it credit for. This thing is completely unique and is unlike other allins.
vileEchoic -- clanvile.com
MayorITC
Profile Blog Joined October 2008
Korea (South)798 Posts
Last Edited: 2010-10-10 00:36:02
October 10 2010 00:33 GMT
#257
On October 10 2010 09:23 iEchoic wrote:
Show nested quote +
On October 10 2010 08:04 Crosswind wrote:
The thing is the required response is really drastic and if you don't start doing it immediately there is no way to stop it.


iEchoic...is this particularly different from most all-ins? 6 rax Marines requires a similar "I HAVE TO DO THIS NOW" approach.

I think, eventually, people will get comfortable dealing with this. And that, in the meanwhile, there will be a great deal of complaining on the strategy forums. Much like there was for the 4-gate, the 3-rax, and a half-dozen other strats of the week.

-Cross


You're right except for one thing, 5-6 rax marines are wayyyyyy easier to scout and take less commitment to stop. No gas is one early tipoff and hiding 5-6 raxes is nearly impossible. From the time the stargate goes up anywhere on the map you have about 1:00 to scout it until it's too late. I don't believe there's any early tipoff like no gas, and I also don't think you can hide 5-6 rax from a reaper, a scan, or literally anything, whereas a stargate is easy.

I'm not saying the strategy is necessarily broken, although I'm not sure yet. I'm just saying this strategy is a hell of a lot more difficult to stop than people are giving it credit for. This thing is completely unique and is unlike other allins.


So basically it's the Protoss equivalent of 1/1/2 that you designed? A lot of Terrans abuse it to 1500+ on ladder, but then it becomes exceedingly difficult to pull off against higher players. Now Protoss players have a build they can abuse to 2000 on the ladder (or until an optimal counter is found). Except your 1/1/2 build is labeled as a "strong build" while 3 gate star is labeled as a "design flaw." I think Terran players need to break the mentality that they're the race that can do whatever they want while every other race has to adapt.

I just find it amusing that when the 1/1/2 build became popular, Protoss players did complain about banshees, but also tried to figure ways to overcome the build. But the OP takes a different route and decides that Void Rays are flawed in design and that the game needs to be changed.
Delarchon
Profile Joined April 2010
Finland132 Posts
October 10 2010 00:48 GMT
#258
Couldn't agree more with MayorITC.

But i do think they put those rocks too close to the mains and naturals on some maps. Especially on these new two maps.
What kind of sorcery is this?
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-10-10 01:07:08
October 10 2010 01:06 GMT
#259
On October 10 2010 09:33 MayorITC wrote:
Show nested quote +
On October 10 2010 09:23 iEchoic wrote:
On October 10 2010 08:04 Crosswind wrote:
The thing is the required response is really drastic and if you don't start doing it immediately there is no way to stop it.


iEchoic...is this particularly different from most all-ins? 6 rax Marines requires a similar "I HAVE TO DO THIS NOW" approach.

I think, eventually, people will get comfortable dealing with this. And that, in the meanwhile, there will be a great deal of complaining on the strategy forums. Much like there was for the 4-gate, the 3-rax, and a half-dozen other strats of the week.

-Cross


You're right except for one thing, 5-6 rax marines are wayyyyyy easier to scout and take less commitment to stop. No gas is one early tipoff and hiding 5-6 raxes is nearly impossible. From the time the stargate goes up anywhere on the map you have about 1:00 to scout it until it's too late. I don't believe there's any early tipoff like no gas, and I also don't think you can hide 5-6 rax from a reaper, a scan, or literally anything, whereas a stargate is easy.

I'm not saying the strategy is necessarily broken, although I'm not sure yet. I'm just saying this strategy is a hell of a lot more difficult to stop than people are giving it credit for. This thing is completely unique and is unlike other allins.


So basically it's the Protoss equivalent of 1/1/2 that you designed? A lot of Terrans abuse it to 1500+ on ladder, but then it becomes exceedingly difficult to pull off against higher players. Now Protoss players have a build they can abuse to 2000 on the ladder (or until an optimal counter is found). Except your 1/1/2 build is labeled as a "strong build" while 3 gate star is labeled as a "design flaw." I think Terran players need to break the mentality that they're the race that can do whatever they want while every other race has to adapt.


That's the stupidest analogy I've ever read on these forums, 1/1/2 isn't all in at all and it was actually started by top korean players and used by pros like TLO, and it continues to work fine against high-level players. How you can compare a stable opening like 1/1/2 to an all-in void ray rush is completely beyond me.

I'm done with this thread, these replies are getting way too stupid.
vileEchoic -- clanvile.com
PROJECTILE
Profile Joined April 2010
United States226 Posts
October 10 2010 01:09 GMT
#260
On October 10 2010 10:06 iEchoic wrote:
Show nested quote +
On October 10 2010 09:33 MayorITC wrote:
On October 10 2010 09:23 iEchoic wrote:
On October 10 2010 08:04 Crosswind wrote:
The thing is the required response is really drastic and if you don't start doing it immediately there is no way to stop it.


iEchoic...is this particularly different from most all-ins? 6 rax Marines requires a similar "I HAVE TO DO THIS NOW" approach.

I think, eventually, people will get comfortable dealing with this. And that, in the meanwhile, there will be a great deal of complaining on the strategy forums. Much like there was for the 4-gate, the 3-rax, and a half-dozen other strats of the week.

-Cross


You're right except for one thing, 5-6 rax marines are wayyyyyy easier to scout and take less commitment to stop. No gas is one early tipoff and hiding 5-6 raxes is nearly impossible. From the time the stargate goes up anywhere on the map you have about 1:00 to scout it until it's too late. I don't believe there's any early tipoff like no gas, and I also don't think you can hide 5-6 rax from a reaper, a scan, or literally anything, whereas a stargate is easy.

I'm not saying the strategy is necessarily broken, although I'm not sure yet. I'm just saying this strategy is a hell of a lot more difficult to stop than people are giving it credit for. This thing is completely unique and is unlike other allins.


So basically it's the Protoss equivalent of 1/1/2 that you designed? A lot of Terrans abuse it to 1500+ on ladder, but then it becomes exceedingly difficult to pull off against higher players. Now Protoss players have a build they can abuse to 2000 on the ladder (or until an optimal counter is found). Except your 1/1/2 build is labeled as a "strong build" while 3 gate star is labeled as a "design flaw." I think Terran players need to break the mentality that they're the race that can do whatever they want while every other race has to adapt.


That's the stupidest analogy I've ever read on these forums, 1/1/2 isn't all in at all and it was actually started by top korean players and used by pros like TLO, and it continues to work fine against high-level players. How you can compare a stable opening like 1/1/2 to an all-in void ray rush is completely beyond me.

I'm done with this thread, these replies are getting way too stupid.

plz don't leave :< some of us actually think critically and appreciate very good players' input. Do you have any replays from games you've played against this build? Do you think it's possible to develop a realistically "safe" strategy against this build without falling hopelessly behind against a p if he doesn't end up using it?
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