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Void Rays in T v P - Design Flaw - Page 23

Forum Index > StarCraft 2 Strategy
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Graphex
Profile Joined September 2010
United States124 Posts
October 11 2010 19:44 GMT
#441
God you're a moron AcuWill

User was warned for this post
AcuWill
Profile Joined August 2010
United States281 Posts
Last Edited: 2010-10-11 19:49:17
October 11 2010 19:48 GMT
#442
On October 12 2010 04:44 Graphex wrote:
God you're a moron AcuWill

Well put. Will read again.
Gecko
Profile Joined August 2010
United States519 Posts
October 11 2010 19:49 GMT
#443
I think both sides have issues. PvT is a ridiculous and volatile matchup for the first 10 minutes of every game. P has all sorts of cheese openers like DTs or VRs but terran has so many viable cheeses and timing pushes too. Its so frustrating to be constantly trying to deal with cheese as either race. Void rays and banshees are just dumb units in my opinion. If you don't scout them or blindly prepare for them its GG when they come.
.Aar
Profile Joined September 2010
2177 Posts
Last Edited: 2010-10-11 19:51:15
October 11 2010 19:50 GMT
#444
On October 12 2010 04:39 AcuWill wrote:
Show nested quote +
On October 12 2010 04:32 .Aar wrote:
On October 12 2010 04:25 AcuWill wrote:
The fact that any terrain is complaining about high dps and killing of structures fast is mind boggling to me.


The fact that you can't spell a six-letter word is mind-boggling to me.

Also, countering any Terran argument with "but lol u OP" is only cute on the Battle.net forums.

On-topic: http://us.battle.net/sc2/en/forum/topic/832103302?page=2#27
They're "keeping their eyes on Void Rays." That alone is hard proof that there is indeed a problem with Void Rays, and no amount of "BUT TERRAN HAS" will change that.

Excellent argument. Counter my ad-hominem argument (as you define it) with an ad-hominem argument is brilliant.

Further, I never actually made the argument you are accusing me of. Just difficult to fathom the fact that Terran (there you go big boy) complaining about mixing a high dps unit, which requires high level micro, with one of the worst dps per cost units in game (stalkers) is really a reason to want to nerf one of the few units that give Toss an advantage if used well.

In that case, why not remove force fields as well. Or range of Colossus. Or any other advantage that Toss have as a race.


Fun fact: I never defined your argument as ad-hominem, because I don't define myself as a race on StarCraft (as per the "hominem" part of that). This post, with your snide "big boy" comment, was however definitely something I would define as ad hominem.

And yes, you did make that argument. Reread your post. You're essentially arguing that Terran units are so overpowered that Terrans have no right to complain about a broken unit. If you had said "players in general" instead of "terrain," one could have indeed construed the point you now claim to have been making, but you didn't.

And high level micro my ass. A-click on a nearby pylon or destructible rock and a-move into a base, checking once for turrets or not even if you've got more than 2.

And please don't go with the whole "WELL IF YOU'RE GONNA COMPLAIN ABOUT ONE THING WHY NOT TAKE EVERYTHING AWAY." Nobody is complaining about Force Fields, Colossi, or "any other advantage that Toss [has] as a race," because those make sense and don't depend on factors like your own pylon or neutral destructibles.

Note: Don't turn this into a "I don't like you so I'm going to derail this entire topic so I can spar with you" thread. Actually consider the points being made and offer your own rebuttal or interpretation.
now run into the setting sun, and suffer, but don't mess up your hair.
AcuWill
Profile Joined August 2010
United States281 Posts
October 11 2010 19:53 GMT
#445
On October 12 2010 04:50 .Aar wrote:
Show nested quote +
On October 12 2010 04:39 AcuWill wrote:
On October 12 2010 04:32 .Aar wrote:
On October 12 2010 04:25 AcuWill wrote:
The fact that any terrain is complaining about high dps and killing of structures fast is mind boggling to me.


The fact that you can't spell a six-letter word is mind-boggling to me.

Also, countering any Terran argument with "but lol u OP" is only cute on the Battle.net forums.

On-topic: http://us.battle.net/sc2/en/forum/topic/832103302?page=2#27
They're "keeping their eyes on Void Rays." That alone is hard proof that there is indeed a problem with Void Rays, and no amount of "BUT TERRAN HAS" will change that.

Excellent argument. Counter my ad-hominem argument (as you define it) with an ad-hominem argument is brilliant.

Further, I never actually made the argument you are accusing me of. Just difficult to fathom the fact that Terran (there you go big boy) complaining about mixing a high dps unit, which requires high level micro, with one of the worst dps per cost units in game (stalkers) is really a reason to want to nerf one of the few units that give Toss an advantage if used well.

In that case, why not remove force fields as well. Or range of Colossus. Or any other advantage that Toss have as a race.


Fun fact: I never defined your argument as ad-hominem, because I don't define myself as a race on StarCraft (as per the "hominem" part of that). This post, with your snide "big boy" comment, was however definitely something I would define as ad hominem.

And yes, you did make that argument. Reread your post. You're essentially arguing that Terran units are so overpowered that Terrans have no right to complain about a broken unit. If you had said "players in general" instead of "terrain," one could have indeed construed the point you now claim to have been making, but you didn't.

And high level micro my ass. A-click on a nearby pylon or destructible rock and a-move into a base, checking once for turrets or not even if you've got more than 2.

And please don't go with the whole "WELL IF YOU'RE GONNA COMPLAIN ABOUT ONE THING WHY NOT TAKE EVERYTHING AWAY." Nobody is complaining about Force Fields, Colossi, or "any other advantage that Toss [has] as a race," because those make sense and don't depend on factors like your own pylon or neutral destructibles.

Note: Don't turn this into a "I don't like you so I'm going to derail this entire topic so I can spar with you" thread. Actually consider the points being made and offer your own rebuttal or interpretation.

[The fact that you can't spell a six-letter word is mind-boggling to me.

Also, countering any Terran argument with "but lol u OP" is only cute on the Battle.net forums.

On-topic: http://us.battle.net/sc2/en/forum/topic/832103302?page=2#27
They're "keeping their eyes on Void Rays." That alone is hard proof that there is indeed a problem with Void Rays, and no amount of "BUT TERRAN HAS" will change that.]

What point was being made?

And "but lol u OP" as you accuse me of saying is ad-hominem.
Jaeger
Profile Joined December 2009
United States1150 Posts
October 11 2010 19:55 GMT
#446
On October 12 2010 04:38 ahcho00 wrote:
seriously if i hear one more fucking post about better scouting i'm gonna ....i'm gonna do something i haven't figured it out yet. the point of the build is that he HAS THE OPTION TO NOT DO IT BY SCOUTING U. AND ONCE HE DOES THAT U ARE IN A HUGE SHITHOLE because he can either expand - in which u can do nothing about because u decided to get vikings(blindly) and not know about it OR he just runs to ur base with a bunch of stalkers probably because u don't have a good enough unit count to counter his stalkers. what the OP and most of the top players are trying to say is that this build is giving the protoss the advantage without the terran being able to SAFELY transition out of the void ray defense and get a solid ground army to fend off a push. not to mention that he can just out macro u and u'll pretty much die anyway. AND the protoss being able to simply transition out of this. yes yes we know u can do the 3 rax to counter this, but u want to do that all in every game against a protoss that knows of this build and knows that if U SCREW up somehow ur dead? as a pro (not that i am one), i would not want another player to gain advantage of me like that.


Tone down the rage. What's the point of the caps and making such sweeping generalizations.

If protoss is going gate gas core gas warpgate tech stargate gate gate or something very similar what is his easy transition out of that?

Also 3rax is not typically an all-in, there is usually a ~50 food push with an expansion after a 3rax opening.
https://www.dotabuff.com/players/8137911
ahcho00
Profile Joined March 2010
United States220 Posts
October 11 2010 19:55 GMT
#447
can we get back on topic please? i think link0 put this topic on the forums for a good reason and it'll help both protoss/terran players advance their gameplay.
ahcho00
Profile Joined March 2010
United States220 Posts
Last Edited: 2010-10-11 20:01:37
October 11 2010 19:58 GMT
#448
i'm putting them in caps because apparently not many people seem to understand that the op is trying to point those things and many people are mindlessly giving out builds and stuff that is irrelevant to this as also many people have stated in this topic.

and to answer ur question about the transition didn't u read link0's post about the guy just running a zealot up his base and seeing that he tried to build a blind counter and just expanded and macroed up? he couldn't do anything about it.

edit: and it basically boils down to the fact that what's giving the OP trouble is the fully charged 3 void rays (please note fully charged as if i put caps again i might offend u), thus transitioning into the idea that void ray unit needs a overhaul. i don't like to post in caps, but i post in caps because many people are failing at reading what the OP has tried to say in the first place.
Champ24
Profile Joined August 2010
177 Posts
October 11 2010 19:58 GMT
#449
I would like to have them drop a charge when swapping targets.

At least then they can still counter the units they were intended to counter but no steamroll everything when they hit critical mass.
link0
Profile Joined March 2010
United States1071 Posts
Last Edited: 2010-10-11 20:03:49
October 11 2010 19:59 GMT
#450
The "Brat_OK build" which is mass marines/ghosts is completely obsolete. Absolutely zero top terran players use that build, including even BratOK himself =(.

The build is easily hard-countered by the #1 most popular Toss build (gate robo-obs gate followed up by one-base zealot + non-range-upgraded colossus).



Haha, oh, I just noticed in the match history that Fenix (2200+ diamond, #1 Terran on NA) just lost to the 3gate+VR build from a much lower level Toss player. Lolz. Guess he "should have just SCANNED"! What a noob you are, Fenix.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Pekkz
Profile Joined June 2009
Norway1505 Posts
October 11 2010 19:59 GMT
#451
Worst problem I have with void rays is that they are boring. Watching a PvT with protoss going void rays the game usually ends before it can get fun.
Moody
Profile Blog Joined August 2010
United States750 Posts
October 11 2010 20:04 GMT
#452
I agree with OP. Several games I've played where I see 3 gates, cyber core, robo, and battles are going as normal, They have about the same amount of units I do, and then BAM 1 void ray wins the game.
A marine walks into a bar and asks, "Where's the counter?"
ahcho00
Profile Joined March 2010
United States220 Posts
Last Edited: 2010-10-11 20:07:27
October 11 2010 20:05 GMT
#453
lol link0.

btw; i would like marines to be able to "run while shooting" -- that'd be epic LOL.
Barca
Profile Blog Joined October 2010
United States418 Posts
October 11 2010 20:05 GMT
#454
I'm having the hardest time understanding this thread. Aren't ALL proxies hard to scout? And don't VRs have counters: stimmed rines, vikings, and turrets? Especially with the 1-1-1 build, the Terran player already has the starport and marines to handle this. Microed vikings beat VRs without the acceleration upgrade, but that wouldn't even come into context if this is an early game/proxy rush.

Someone please reply to my post and thoroughly explain why the VR mechanic is messed up. Because even if it is, there are more pressing issues at hand if a unit has a clear-and-present counter. There are some who do not.

Maybe now Terran players know what it's like to ALWAYS have to go 2 gate robo against them to be safe against cloaked banshees. The threat of the unit forces me to open the game differently than if that unit did not exist; I must get an oberserver or it's an auto-win for the Terran if he goes cloaked banshees.
- I hate threads that end with "Thoughts?" -
Ghostcom
Profile Joined March 2010
Denmark4783 Posts
October 11 2010 20:07 GMT
#455
On October 12 2010 04:59 link0 wrote:
The "Brat_OK build" which is mass marines/ghosts is completely obsolete. Absolutely zero top terran players use that build, including even BratOK himself =(.

The build is easily hard-countered by the #1 most popular Toss build (gate robo-obs gate followed up by one-base zealot + non-range-upgraded colossus).



Haha, oh, I just noticed in the match history that Fenix (2200+ diamond, #1 Terran on NA) just lost to the 3gate+VR build from a much lower level Toss player. Lolz. Guess he "should have just SCANNED"! What a noob you are, Fenix.


Yeah because highlevel terrans never lose to 2 gate, 6 pool or anything like that - oh wait.... Seriously, those are the arguments you'll want to avoid if you are trying to back up a point with evidence...
AcuWill
Profile Joined August 2010
United States281 Posts
October 11 2010 20:09 GMT
#456
On October 12 2010 05:05 Barca wrote:
I'm having the hardest time understanding this thread. Aren't ALL proxies hard to scout? And don't VRs have counters: stimmed rines, vikings, and turrets? Especially with the 1-1-1 build, the Terran player already has the starport and marines to handle this. Microed vikings beat VRs without the acceleration upgrade, but that wouldn't even come into context if this is an early game/proxy rush.

Someone please reply to my post and thoroughly explain why the VR mechanic is messed up. Because even if it is, there are more pressing issues at hand if a unit has a clear-and-present counter. There are some who do not.

Maybe now Terran players know what it's like to ALWAYS have to go 2 gate robo against them to be safe against cloaked banshees. The threat of the unit forces me to open the game differently than if that unit did not exist; I must get an oberserver or it's an auto-win for the Terran if he goes cloaked banshees.

Thank you.

I am so sick of 2 gate robo vs. every terran it's mind blowing. This one minor game mechanism is what it is i like playing against terran ALL THE TIME.

ahcho00
Profile Joined March 2010
United States220 Posts
October 11 2010 20:11 GMT
#457
On October 12 2010 05:05 Barca wrote:
I'm having the hardest time understanding this thread. Aren't ALL proxies hard to scout? And don't VRs have counters: stimmed rines, vikings, and turrets? Especially with the 1-1-1 build, the Terran player already has the starport and marines to handle this. Microed vikings beat VRs without the acceleration upgrade, but that wouldn't even come into context if this is an early game/proxy rush.

Someone please reply to my post and thoroughly explain why the VR mechanic is messed up. Because even if it is, there are more pressing issues at hand if a unit has a clear-and-present counter. There are some who do not.

Maybe now Terran players know what it's like to ALWAYS have to go 2 gate robo against them to be safe against cloaked banshees. The threat of the unit forces me to open the game differently than if that unit did not exist; I must get an oberserver or it's an auto-win for the Terran if he goes cloaked banshees.


we're discussing the idea that it's not just a void ray...it's a fully charged void ray...big difference. if ur wondering how it's a fully charged void ray when it gets to ur base, please read the pages everyone else had to read.
AcuWill
Profile Joined August 2010
United States281 Posts
Last Edited: 2010-10-11 20:14:22
October 11 2010 20:13 GMT
#458
On October 12 2010 05:11 ahcho00 wrote:
Show nested quote +
On October 12 2010 05:05 Barca wrote:
I'm having the hardest time understanding this thread. Aren't ALL proxies hard to scout? And don't VRs have counters: stimmed rines, vikings, and turrets? Especially with the 1-1-1 build, the Terran player already has the starport and marines to handle this. Microed vikings beat VRs without the acceleration upgrade, but that wouldn't even come into context if this is an early game/proxy rush.

Someone please reply to my post and thoroughly explain why the VR mechanic is messed up. Because even if it is, there are more pressing issues at hand if a unit has a clear-and-present counter. There are some who do not.

Maybe now Terran players know what it's like to ALWAYS have to go 2 gate robo against them to be safe against cloaked banshees. The threat of the unit forces me to open the game differently than if that unit did not exist; I must get an oberserver or it's an auto-win for the Terran if he goes cloaked banshees.


we're discussing the idea that it's not just a void ray...it's a fully charged void ray...big difference. if ur wondering how it's a fully charged void ray when it gets to ur base, please read the pages everyone else had to read.

That is like saying that it's not the banshee, it's the fully cloaked banshee without detection.

If you get to the point where you have 3+ fully charged voidrays in your base with no way to kill them, you deserve to lose. Just like if you have 3 cloaked banshees with no detection, or 12 Mutalisks with only siege tanks and marauders.
Red Alert
Profile Joined June 2009
United States119 Posts
Last Edited: 2010-10-11 20:31:18
October 11 2010 20:13 GMT
#459
as a 1900 diamond terran, I really feel like we should be getting some info (like rank/race) on these voters. VRs need to be worse early game and better in the late game, plain and simple. I usually see 2 VRs in ladder, and it's not always "just stalkers". I have about 10 marines when the VRs get to my base, but the fact that VRs have 1 more range than the marines means that they are basically impossible to focus fire (if there are zealots), so I often end up starting with 10 rines/8 rauders, killing his ground army, and having 8 rauders vs 2 voids. And then I lose.

On October 12 2010 05:13 AcuWill wrote:
That is like saying that it's not the banshee, it's the fully cloaked banshee without detection.

If you get to the point where you have 3+ fully charged voidrays in your base with no way to kill them, you deserve to lose. Just like if you have 3 cloaked banshees with no detection, or 12 Mutalisks with only siege tanks and marauders.


how is that the same at all? 2 fully charged void rays w/ ground support beat 10 marines and 8 marauders without losing a single VR. 3 VRs can take over 15, although losing 0 is a bit harder. Banshees and mutalisks are very fragile units and can be beaten with standard army compositions, you don't have to go only marine for the first 5 mins of the game to have a hope of countering them.
Floophead_III
Profile Joined September 2009
United States1832 Posts
October 11 2010 20:14 GMT
#460
On October 12 2010 05:05 Barca wrote:
I'm having the hardest time understanding this thread. Aren't ALL proxies hard to scout? And don't VRs have counters: stimmed rines, vikings, and turrets? Especially with the 1-1-1 build, the Terran player already has the starport and marines to handle this. Microed vikings beat VRs without the acceleration upgrade, but that wouldn't even come into context if this is an early game/proxy rush.

Someone please reply to my post and thoroughly explain why the VR mechanic is messed up. Because even if it is, there are more pressing issues at hand if a unit has a clear-and-present counter. There are some who do not.

Maybe now Terran players know what it's like to ALWAYS have to go 2 gate robo against them to be safe against cloaked banshees. The threat of the unit forces me to open the game differently than if that unit did not exist; I must get an oberserver or it's an auto-win for the Terran if he goes cloaked banshees.


Because CHARGED voidrays have no counter except mass stimmed marines, something 1/1/1 is not very strong at putting out. 3 rax is for that. So basically, as soon as you go 1/1/1 you have to start making vikings and throwing up 2 bunkers and getting marines to counter the build. Nobody does that, because it's completely dumb if they don't do the voidray allin.

If they go for an FE, you can't punish it and will be behind big time. If they go for some other proxied tech (dt,robo,blink stalker) you're screwed.

The reason the VR mechanic is messed up is because there is no counter to precharged voidrays. Marines don't do that great, especially given that they have worse range and can't hit voidrays with a zealot wall in front. Vikings die instantly unless they kite, and you can't kite when voidrays are killing your bunkers in the front of your base. Turrets die ridiculously fast too.

You cannot equate it to cloaked banshees. It's not like the observer isn't a standard, safe thing to go. Protoss should be getting them every game anyways, simply because playing blind is retarded. You should not be massing vikings every game, especially that early on. You should not be placing multiple bunkers at your front every game.
Half man, half bear, half pig.
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