2.) fairly robust
3.) insane amounts of damage to all unit types
Forum Index > StarCraft 2 Strategy |
ubersio
Singapore60 Posts
2.) fairly robust 3.) insane amounts of damage to all unit types | ||
Pfhor
123 Posts
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dinmsab
Malaysia2246 Posts
On October 09 2010 15:20 Pfhor wrote: I saw this one very entertaining PvP in the GSL (I believe it was Zenith vs Inca), both players used void rays to great effect by charging them up on their own buildings and using their own units to juggle the charge to the opponents base. I would hate to see that play taken away, and I don't feel void rays are broken enough against Terran to justify it. Void rays alone are not broken. You could void ray rush the shit out of any decent T and we won't complain as its relatively easy to defend. The problem is when your better than average toss figures out that he can attack the terran with both void rays and gateway units early on exactly when the terran isn't great at defending either forces. 3 rax+stim is a viable way to beat this but you're still going to lose a few buildings at your choke and maybe a refinery or so. It's a hard build to deal with, not impossible.. but definitely very hard. I've never won vs any toss doing this btw. ![]() | ||
Chocobo
United States1108 Posts
At first I thought that the charge should drop after switching a target or two... but perhaps a time limit would be better. Maybe a full charge could last 10-15 seconds, or whatever's appropriate. I'm honestly surprised that void ray strats like this aren't used more in high level play... I can only assume that the pros have more effective ways to deal with voidrays than us mere mortals, and that maybe it is balanced after all. I can't see it though. Anyway, I very seriously doubt Blizzard would change the voidray at this point. | ||
LtLolburger
New Zealand365 Posts
If you scan the protoss base and see only 2-3 gateways and no robo, you should assume hidden stargate and definitely be considering making more marines or vikings. 2 or so well placed turrets, with your engineering bay which you should be getting anyway, are also a good investment. | ||
PhilipJWitow
29 Posts
I fail to see how this is any different from a Protoss versus a Terran. I can't see what they're building, they can be doing something cheesy like fast banshees, and I pretty much have to sit in my base because if you are just doing a MMM ball I'm going to get rolled unless I tech up. Why not post some replays or something? Maybe it is incredibly overpowered and we just can't see. But we need some evidence first. | ||
Deleted User 3420
24492 Posts
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Nemesis
Canada2568 Posts
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Shikyo
Finland33997 Posts
On October 09 2010 14:50 Chill wrote: You haven't proven your point. You've just said "They do this and it's impossible to stop". Pretty much this, as I started adding in a lot of marines after the ~4 initial Marauders, I haven't had any problems with a proxy Void Ray unless the map was a broken pos like Desert Oasis. | ||
Fontong
United States6454 Posts
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Vaporak
70 Posts
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CocoA
Panama169 Posts
not sure if i explained myself | ||
Techno
1900 Posts
Any unit that you can just mass is annoying. | ||
thesauceishot
Canada333 Posts
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Kiarip
United States1835 Posts
I'm not sure about your solution though. From one point of view it seems really good, because then void rays will be good against stuff with lots of health, bad against stuff with little health. But on the other hand it will make micro'ing voidrays impossible | ||
PROJECTILE
United States226 Posts
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Regular John
Netherlands25 Posts
edit: i'm not sure about the losing charge thing, that would make VR so much weaker now, but they are too sick when fully charged imo. | ||
Ao_Jun
Denmark396 Posts
I rarely lose to VR's, when i go: rax --> 2 marines --> reactor --> second rax(tech lab) --> fac--> Port --> raven --> switch techlab port to reactor fac. maybe a bunker early | ||
klauz619
453 Posts
Haven't had problems with them against marine/banshee though, which is sweet. I'd prefer if void rays charged up twice as fast, but lost their charges whenever they swap targets, they're pretty idiotically designed, they aren't anti-armor or anything, they just do disproportionate damage as long as you can pre-charge off one of the thousands of available methods. http://www.sc2replayed.com/replays/88468-1v1-terran-protoss-xelnaga-caverns#rd:undefined;markup | ||
PhiliBiRD
United States2643 Posts
a strong void ray push IS UNSTOPPABLE without knowing its coming, and there really is no good way to know ahead of time. | ||
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