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Void Rays in T v P - Design Flaw - Page 18

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 16 17 18 19 20 35 Next All
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
October 10 2010 18:12 GMT
#341
I've always felt that the charge mechanic does simply too much DPS to have it last indefinitely. I think simply having a limit in seconds on how long the VR can stay fully charged (lets say 45 seconds) would eliminate any issue with the unit. Quite simply VRs are NOT overpowered, but they can become more cost effective than any unit should be allowed if you get a bunch of them on full charge. Full charge VRs will kill any unit thrown at it with HP to spare. So having a limit on how long the VR can be at full charge before it resets to 0 charge would make sense - VR reaches full charge, 45 second timer starts, 45 seconds ends VR returns to 0 charge, process starts all over again.
i-bonjwa
wintergt
Profile Joined February 2010
Belgium1335 Posts
October 10 2010 18:19 GMT
#342
I just caught the last game of the zotac finals and Naniwa tried this build, but it seemed quite allin-ish (metalopolis both left hemisphere). First he got pushed into his main by a small bio force and had to defend with probes to ward it off (big delay here), then he pushed with stalkers and void rays, but was warded off by bio. He kept pushing and trying but was up vs an expansion, and eventually failed to break the mass bio and lost.
here i am
Veasel
Profile Joined September 2010
Sweden159 Posts
October 10 2010 18:33 GMT
#343
Would be so much better if the changed it that way that when they are charged it drains their shield, and when shields out they cant charge.

Something has to change because they are OP in large groups. I played a 50 min game last week and when he had 10+ voidrays it couldnt serisly be stopped not by 20 vikings and bcs .... Its even more fuckinggay when they will just have full mana after first attack so second attack is not even worth trying even if u did "hurt" them first time lol


Void ray op? YESSS
Rest in Piece
Zvendetta
Profile Joined July 2010
United States321 Posts
October 10 2010 18:36 GMT
#344
Engineering bay build time: 35 GS (extremely fast)
Missile turret build time: 25 GS (can build 2/3 at a time)

Stargate warp in time: 60 GS
single Voidray Build time (without chrono boost): 60 GS
Also take in to fact the time it takes the VR to move from the production facility to the main base.
Even if a VR is fully charged, repairing SCV's will keep turrets alive. If VR's try to kill the SCV's, then the turret can have more time working on the VR.
Engineering bays also won't take away from standard bioballs, if anything you can now grab +1 weapons.
"Its as if I can see the gears of the Eternal Alchemy spinning before, and I can almost reach out and turn them with my hands."
Dreadwolf
Profile Joined July 2010
Canada220 Posts
October 10 2010 18:46 GMT
#345
On October 10 2010 02:06 avilo wrote:


The core idea here is that the stargate can be anywhere on the goddamn map, you as the terran have to somehow get an scv to 50 places on the map, without having it killed by a stalker, and then have the foresight to either completely blind build vikings, or happen to find the stargate through sheer scouting luck.

If you do not find it...and didn't pre-emptively build vikings...or didn't go 3 rax...you lose the game. Build order poker is awesome isn't it?


Starport can be anywhere on the goddamn map also and the techlab dosent event have an research animation its even more impossible to scout than voidrays, however i cant scan you too and feel like there is a production building missing. If its fair on one side wich is bad on the other?

You could try to camp is ramp to preven proxy pylon being made to hide the starport? cant hide it if probes cant get our alive. You probably wont be able to camp there forever, but probably long enough to make him build in his base and then you can scout it. Meanwhile, even if i park an observer above your starport all game long and stare at it untill my eyes bleed, i cant know that you have cloak until you use it.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
October 10 2010 18:48 GMT
#346
On October 11 2010 03:36 Zvendetta wrote:
Engineering bay build time: 35 GS (extremely fast)
Missile turret build time: 25 GS (can build 2/3 at a time)

Stargate warp in time: 60 GS
single Voidray Build time (without chrono boost): 60 GS
Also take in to fact the time it takes the VR to move from the production facility to the main base.
Even if a VR is fully charged, repairing SCV's will keep turrets alive. If VR's try to kill the SCV's, then the turret can have more time working on the VR.
Engineering bays also won't take away from standard bioballs, if anything you can now grab +1 weapons.


yes, but a good protoss can avoid your turret and attack at an angle to take out your bunker(s), and then take care of the turret. if you put the turret in front of your bunker, they can just kill it with ground forces.

i think void rays were perfectly fine back when 1/1/1 was viable (pre tank nerf). as of right now, 1/1/1 and 3 rax seem to be the only way to deal with 3 gate proxy void ray, and both builds are bad if the protoss does just about anything else.
SwaY-
Profile Joined March 2009
Dominican Republic463 Posts
Last Edited: 2010-10-10 19:09:36
October 10 2010 19:08 GMT
#347
So lets nerf voids, protoss is back to 100% reaction based vs T. T's will be happy then? Really? Thats fair to you guys?

Also it will be a crushing blow to P anti air which is the worse in the game.
Do it beautifully
ToxNub
Profile Joined June 2010
Canada805 Posts
October 10 2010 19:18 GMT
#348
As a 1250 random player, I hate to agree. For a long time I didn't think voids were an issue, but as I get better and my opponent gets better... I started to see how really crippling it is to a terran. There aren't any non-all-in counters for terran. It takes like 3 rax or 2 reactor rax (with stim and combat shields) constantly pumping marines from the earliest possible moment to even have enough for a pair of charged voids. It reminds me of PvP: "4 gate or die."
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2010-10-10 19:38:53
October 10 2010 19:33 GMT
#349
On October 11 2010 00:38 ToiletDuck wrote:
the stalker/void ray build is very very difficult to stop, even when you know it's coming. Look up Gnial's build and you'll know what I'm talking about.

Here's Gnial's build

I have a friend who uses it vs. me every game and I've never beaten him when he uses it. On ladder he has (no lie) a 90-95% win rate vs. T. I definitely agree that it's too powerful, though I'm not certain whether it's the stalkers or the void rays that make it too powerful.



Is this some kind of a joke? VRs are considered auto-loss vs Terrans for the most part, and this build comes so late and is so easily scouted by one scan during the early game. You can tell easily by his troop count, 3 Gateway, and no Robo facility. If you can't tell what's happening then, you're just bad at analyzing one of the most clear cut all-ins in the game. It is braindead easy to see this with 1 scan, and if you don't see it, then you're either too stubborn or just simply bad and refuse to adapt. I'm sorry that P players are starting to pick up strategies where they don't have to play absolutely out of their mind to win, but you know what, that's how a balanced game looks like. You actually have to work for your win rather then expand/tech/eco up while being virtually immune to most things like T was for the past 2 months or so.




On October 11 2010 03:48 AcrossFiveJulys wrote:
Show nested quote +
On October 11 2010 03:36 Zvendetta wrote:
Engineering bay build time: 35 GS (extremely fast)
Missile turret build time: 25 GS (can build 2/3 at a time)

Stargate warp in time: 60 GS
single Voidray Build time (without chrono boost): 60 GS
Also take in to fact the time it takes the VR to move from the production facility to the main base.
Even if a VR is fully charged, repairing SCV's will keep turrets alive. If VR's try to kill the SCV's, then the turret can have more time working on the VR.
Engineering bays also won't take away from standard bioballs, if anything you can now grab +1 weapons.


yes, but a good protoss can avoid your turret and attack at an angle to take out your bunker(s), and then take care of the turret. if you put the turret in front of your bunker, they can just kill it with ground forces.

i think void rays were perfectly fine back when 1/1/1 was viable (pre tank nerf). as of right now, 1/1/1 and 3 rax seem to be the only way to deal with 3 gate proxy void ray, and both builds are bad if the protoss does just about anything else.




Brat_OK into expand = > Viking transition will shit all over this. Brat_OK's style is actally one of the safest openings in the game in TvP, and is only weak to 1 gate Colossai blind rush with no Observer, and even then you still have plenty of time to switch to Vikings/Mauraders.
Aeruthus
Profile Joined September 2010
United States98 Posts
October 10 2010 19:47 GMT
#350
I think we can all agree that Voidrays that are uncharged that go against anything that can hit Air that isn't what they're meant to kill (BC, Thor, etc.) just totally demolishes them. If they raised the min dmg from 5 to let's say 15 and made them have a lower top end thus making it so they kill BC's and Thor's in the same speed but against lower tier lower hp units they don't just get roflstomped if uncharged.

Just something to balance out the "if charged you're taking heavy losses" "if uncharged I just wasted 250/150".
GinDo
Profile Blog Joined September 2010
3327 Posts
October 10 2010 19:52 GMT
#351
On October 09 2010 14:27 arterian wrote:
There are a lot of builds all 3 races can't counter if they don't know they're coming.


Bet you werent saying that when the raoch cost 1 food and had mega regen. The only way to beat mass roach was mass immortal so you need to perfectly scout it. Does that mean its OK no. Things will get adjusted, and it important to express opinions.

As long as its reasonable and well defended with replays and free of H8 unlike BlizzForums.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
mathemagician1986
Profile Joined February 2010
Germany549 Posts
October 10 2010 20:01 GMT
#352
while I agree with the OP (I saw this done in the Zotac cup finals today, and T only barely hold it off), the suggestion of reaching charge faster will totally break PvZ.

Zerg needs connected bases and at least 3 queens vs 2 voidrays as it is. With your change I have no idea how many queens would be needed, but as Zerg lacks a T1 anti air unit, it's a bad suggestion.
Cloak
Profile Joined October 2009
United States816 Posts
Last Edited: 2010-10-10 20:26:59
October 10 2010 20:05 GMT
#353
200 minerals worth of Marines can already counter 1 Void Ray in seconds, especially with stim. You didn't even attempt to focus fire the Voids in the replays. I could tell you were holding your punches to prove a point. Didn't scout up the ramp with your 2 Marauder/2 Marines against 1 Zealot/1 Sentry because it was too "risky." A fight where Terran loses A-move vs. A-move. The balance of the universe is upset.
The more you know, the less you understand.
Jewbacca
Profile Joined October 2010
Australia36 Posts
Last Edited: 2010-10-10 20:17:06
October 10 2010 20:10 GMT
#354
I don't think the 3 warp gate and stargate build is that OP... it's powerful but if it gets slowed down sufficiently for the terran to get cloaked banshees then protoss is in BIG trouble, or if the terran just gets LOTS of marines and uses them well then the strat also fails.
lizzuma
Profile Blog Joined August 2010
United States301 Posts
Last Edited: 2010-10-10 20:50:22
October 10 2010 20:49 GMT
#355
On October 11 2010 05:10 Jewbacca wrote:
I don't think the 3 warp gate and stargate build is that OP... it's powerful but if it gets slowed down sufficiently for the terran to get cloaked banshees then protoss is in BIG trouble, or if the terran just gets LOTS of marines and uses them well then the strat also fails.


This is the last time I will post in a thread with so many useless comments coming from random idiots. You must have skipped the rest of the thread. How are LOTS of marines going to counter 10+ stalkers, sentry, 3 VR and maybe even probe pull with it? The fact of the matter is, they won't. Like iEchoic and link0 said (the only people really worth listening to here), you pretty much have to blind counter this build, and if you don't get lucky and go against it you've put yourself at an economic disadvantage. JUST today I played one game where I saw 3 gate with low unit count on my scan so I double bunkered my front, and instead my opponent just took FE, went 2 robo colossus and said gg.

Honestly you and many others should be banned for such useless posts here.
GoldenH
Profile Blog Joined March 2010
1115 Posts
October 10 2010 20:59 GMT
#356
Thing is you don't have to blind counter it. You can actually start building units after the first VR is out and still have enough to win. Its not like you're screwed if you miss the stargate going down, these aren't warp dts with a pylon in your base. If he is going stargate, gate, gate, he will have a ridiculously small army maybe 6-7 units, by the time you have teched up to battlecruisers or whatever it is you wanted. 3 gate stargate is all in, even probe production would have to stop, and in order to get that many stalkers an early sentry and void rays, he'd have to double gas before his second pylon.

If you're trying to be cute when someone makes that much units, you deserve to die.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Megaman
Profile Joined August 2010
United States19 Posts
October 10 2010 21:17 GMT
#357
This VR material that is coming up has been my main strategy since early in the beta. I have seen many replays of pros that micro VRs quite poorly. I am looking forward to more skilled VR usage in pro games(hope to see it). It is/was nice to be ahead of the SC2 community for a while, with respect to the use of one unit.

Fittingly, the name of one of the diamond divisions I am in has Void Ray in its name.
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
October 10 2010 21:18 GMT
#358
The thing isnt its impossible to scout, sure you can see if there is not robo and 3 gates in his base, the problem is what to do then !
By the time you know he's going for a VR push you cant just slam down 3 reactor raxes, you just don't have enough time to build enough marines to deal with the VR's + stalker army, if you just go pure marine his army just rolls you over
Jaeger
Profile Joined December 2009
United States1150 Posts
October 10 2010 21:22 GMT
#359
jimpo vs adel

Replay for the game I talked about earlier.

Reading this thread makes it seem like that game should be impossible, afterall he didn't have vikings out, he didn't scout the stargate, he only had one bunker at the front.
https://www.dotabuff.com/players/8137911
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
October 10 2010 21:28 GMT
#360
On October 11 2010 06:22 Jaeger wrote:
jimpo vs adel

Replay for the game I talked about earlier.

Reading this thread makes it seem like that game should be impossible, afterall he didn't have vikings out, he didn't scout the stargate, he only had one bunker at the front.


The build isn't designed to beat mass marine+ghost with no walloff. Obviously mass marine ghost with no wall beats it.
vileEchoic -- clanvile.com
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