• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:46
CEST 06:46
KST 13:46
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22 - The Finalists12[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers11Maestros of the Game 2 announced32026 GSL Tour plans announced10Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid20
StarCraft 2
General
Adeleke University 2026/2027 Admission Form is Out Baze University 2026/2027 Admission Form is Out. C Weekly Cups (April 6-12): herO doubles, "Villains" prevail MaNa leaves Team Liquid Oliveira Would Have Returned If EWC Continued
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly) $5,000 WardiTV TLMC tournament - Presented by Monster Energy
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
Pros React To: Tulbo in Ro.16 Group A ASL21 General Discussion BW General Discussion [BSL22] RO32 Group Stage mca64Launcher - New Version with StarCraft: Remast
Tourneys
[ASL21] Ro16 Group B Small VOD Thread 2.0 Korean KCM Race Survival 2026 Season 2 [BSL22] RO32 Group D - Sunday 21:00 CEST
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2146 users

Void Rays in T v P - Design Flaw - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 33 34 35 Next All
ubersio
Profile Joined September 2010
Singapore60 Posts
October 09 2010 06:14 GMT
#21
Funnily, because of its current mechanics allowing for the charge to roll-over after the first target is dead, the void ray loses its design function. Like ^ said it was designed to beat big units. Rather than giving voidrays extra damage to massive they gave them the charge and by allowing the charge to carry over they've basically given Protoss a unit that when utilized to its full potential would give you a unit that has 1.) advantage of being air
2.) fairly robust
3.) insane amounts of damage to all unit types
Pfhor
Profile Joined September 2010
123 Posts
Last Edited: 2010-10-09 06:24:31
October 09 2010 06:20 GMT
#22
I saw this one very entertaining PvP in the GSL (I believe it was sanZenith vs oGsInca), 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 believe if you time it right juggling doesn't do any damage to your own units). I would hate to see that play taken away, and I don't feel void rays are broken enough against Terran to justify it.
dinmsab
Profile Blog Joined January 2008
Malaysia2246 Posts
October 09 2010 06:28 GMT
#23
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
Profile Joined November 2006
United States1108 Posts
October 09 2010 06:36 GMT
#24
I absolutely agree with the OP. Voidrays are just insanely strong when charged, and attacking together with a solid ground army makes them incredibly hard to stop.

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
Profile Joined August 2010
New Zealand365 Posts
October 09 2010 06:37 GMT
#25
Void rays are hardly a counter to battle cruisers or thors at all, as if they start attacking uncharged they will get beat down so hard its not even funny, as they are made of the finest protoss paper mache. Thus they NEED the ability to keep charge between targets. They have been through a constant nerf gauntlet since beta, they are fine as is.

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.
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
PhilipJWitow
Profile Joined July 2010
29 Posts
October 09 2010 06:48 GMT
#26
I disagree with your argument that it's too difficult to scout and therefore too difficult to counter. Maybe you just need to adjust your build to always be wary of this.

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
Profile Blog Joined May 2003
24492 Posts
October 09 2010 06:53 GMT
#27
your suggested change to charge mechanic will ruin void rays in pvt, it will make marines do awesome against them
Nemesis
Profile Blog Joined May 2009
Canada2568 Posts
October 09 2010 07:02 GMT
#28
I've always thought that the charge mechanic in void rays is very gimmicky. As it stands, if they are uncharged, they are not very good units, but once charged they are very strong units.
Lee Young Ho fighting! KT P are just CHINTOSSTIC.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
October 09 2010 07:09 GMT
#29
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.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Fontong
Profile Blog Joined December 2007
United States6454 Posts
October 09 2010 07:13 GMT
#30
I would be a decent fix to this if buildings weren't armored, while at the same time being a fix for marauder damage against buildings.
[SECRET FONT] "Dragoon bunker"
Vaporak
Profile Joined September 2010
70 Posts
October 09 2010 07:14 GMT
#31
Do you have any replays to post? I'd love to see a good voidray strategy in PvT!
CocoA
Profile Joined May 2004
Panama169 Posts
October 09 2010 07:15 GMT
#32
as link0 said if you know its coming its not hard to stop since you can 3 rax, but sacrificing and going 3 rax every game will just make you go all in every game not knowing what hes doing, personally i think T has to expo and going 3 rax and massing bio isnt going to help you expo since you somehow have to attack if the protoss didnt go void rays
not sure if i explained myself
Techno
Profile Joined June 2010
1900 Posts
October 09 2010 07:17 GMT
#33
I agree with the OP. I think that void rays should charge faster but lose charge switching targets. This would make them better in standing armies but worse at desssssssssstroying a base that didnt know they were coming. The counter arguement is you should always prepare enough for a few voids not to be an autolose. But I think voids could and should be changed.

Any unit that you can just mass is annoying.
Hell, its awesome to LOSE to nukes!
thesauceishot
Profile Joined July 2010
Canada333 Posts
October 09 2010 07:22 GMT
#34
Toss player here. I think the mechanic should be adjusted, but not to the solution that you've provided. I wouldn't mind seeing a faster charge with a lower max damage output. They just feel like such a huge commitment and are not consistently effective, when banshees and mutas are more versatile.
Kiarip
Profile Joined August 2008
United States1835 Posts
October 09 2010 07:27 GMT
#35
I agree with Linko.

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
Profile Joined April 2010
United States226 Posts
October 09 2010 07:32 GMT
#36
I don't necessarily doubt some of what the OP is saying, but I'd love to see some replays of what he's talking about, win or lose (from high level players)
Regular John
Profile Joined August 2010
Netherlands25 Posts
Last Edited: 2010-10-09 07:45:42
October 09 2010 07:44 GMT
#37
you shouldnt have to prepare for just one unit so you don't autolose when it comes around.

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
Profile Blog Joined July 2003
Denmark396 Posts
October 09 2010 07:46 GMT
#38
It's been said before - it's incredibly hard to help you with no rep... All the people agreeing with you can be having problems with voidrays for all sorts of different reasons. And the people disagreeing can never have seen the specific strat.

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

you are one of the least benigtedly unintelligent organic life forms it has been my profound lack of pleasure not to be able to avoid meeting.
klauz619
Profile Joined July 2010
453 Posts
Last Edited: 2010-10-09 07:49:12
October 09 2010 07:47 GMT
#39
Void rays are pretty dangerous for bio heavy terran who focuses on marauders, which seems to be what 95% of terran do.

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
Profile Joined November 2009
United States2643 Posts
October 09 2010 07:48 GMT
#40
i completely agree, i discovered this many months ago...

a strong void ray push IS UNSTOPPABLE without knowing its coming, and there really is no good way to know ahead of time.
Prev 1 2 3 4 5 33 34 35 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
uThermal 2v2 Circuit S2 Mar
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 192
StarCraft: Brood War
GuemChi 5990
Tasteless 25
SilentControl 23
Noble 17
Icarus 4
Dota 2
NeuroSwarm139
League of Legends
JimRising 586
Counter-Strike
Stewie2K26
Super Smash Bros
hungrybox329
Other Games
summit1g10426
tarik_tv3513
C9.Mang0394
Trikslyr146
ViBE120
Maynarde108
Organizations
Other Games
BasetradeTV295
Counter-Strike
PGL81
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH325
• practicex 29
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush874
Upcoming Events
Escore
5h 15m
WardiTV Map Contest Tou…
6h 15m
OSC
10h 15m
Big Brain Bouts
11h 15m
MaNa vs goblin
Scarlett vs Spirit
Serral vs herO
Korean StarCraft League
22h 15m
CranKy Ducklings
1d 5h
WardiTV Map Contest Tou…
1d 6h
IPSL
1d 11h
WolFix vs nOmaD
dxtr13 vs Razz
BSL
1d 14h
UltrA vs KwarK
Gosudark vs cavapoo
dxtr13 vs HBO
Doodle vs Razz
CranKy Ducklings
1d 19h
[ Show More ]
Sparkling Tuna Cup
2 days
WardiTV Map Contest Tou…
2 days
Ladder Legends
2 days
BSL
2 days
StRyKeR vs rasowy
Artosis vs Aether
JDConan vs OyAji
Hawk vs izu
IPSL
2 days
JDConan vs TBD
Aegong vs rasowy
Replay Cast
3 days
Wardi Open
3 days
Afreeca Starleague
3 days
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
3 days
RSL Revival
3 days
Afreeca Starleague
4 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
4 days
RSL Revival
5 days
Replay Cast
5 days
The PondCast
6 days
WardiTV Map Contest Tou…
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-04-15
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Escore Tournament S2: W3
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.