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Void Rays in T v P - Design Flaw - Page 34

Forum Index > StarCraft 2 Strategy
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Prev 1 32 33 34 35 Next All
PROJECTILE
Profile Joined April 2010
United States226 Posts
October 14 2010 19:17 GMT
#661
On October 15 2010 03:21 Wings wrote:
you know, you're terran.

you can just scan.

and don't say all that nonsense about scans being expensive; most people would GLADLY spend that number of minerals for an instantaneous clear look inside someone's main that lasts like 5 seconds. and almost all pros scan immediately after the first few mules.

If you see it coming, then adapt. It's not as if you have scans only after you've teched to mech.

you're an idiot. Seriously.
blitzkrieger
Profile Joined September 2010
United States512 Posts
October 14 2010 19:24 GMT
#662
On October 14 2010 19:42 sleepingdog wrote:
Show nested quote +
On October 14 2010 19:29 StormsInJuly wrote:
I think maybe EMP should make void rays lose their charge.


good suggestion; also EMP should make colossi have range 6 again and cancel both force fields and guardian shields

then EMP wouldn't only metaphorically but literally counter protoss as a whole


rofl... I can see it now

EMP
-Now unpowers zealot psi-blades
-Mechanical units are in lockdown for 20sec
-Flying units crash to the ground
-Probes no longer function or move but do not die.
-HT can't float and now walk. Speed increased.
-Archons lol archon.

I'm pretty sure that as a Toss if I don't get a robo versus Terran I am open to banshee death. If Terran is "forced" to get a starport in order to make a single viking I can't shed any tears. Marines can easily hold until you pump out of your likely reactor starport compared to FORCING Toss to get a robo every single game.
Esper[mb]
Profile Joined July 2010
United States88 Posts
October 14 2010 19:25 GMT
#663
count plyons
There's a fine line between looking good and looking gay
Moja
Profile Joined July 2010
United States313 Posts
October 14 2010 19:27 GMT
#664
Charged void rays just got nerfed so... there you go!
PROJECTILE
Profile Joined April 2010
United States226 Posts
October 14 2010 19:28 GMT
#665
How does the current nerf affect things now?
MayorITC
Profile Blog Joined October 2008
Korea (South)798 Posts
October 14 2010 19:36 GMT
#666
Terran already had a significant early game advantage against Protoss. Removing the Void Ray/Gateway all-in, just makes it even easier for Terran to stick to cookie cutter builds and abuse timings in order to cipple/beat the Protoss player before late game.
NATO
Profile Joined April 2010
United States459 Posts
October 14 2010 19:37 GMT
#667
On October 15 2010 04:36 MayorITC wrote:
Terran already had a significant early game advantage against Protoss. Removing the Void Ray/Gateway all-in, just makes it even easier for Terran to stick to cookie cutter builds and abuse timings in order to cipple/beat the Protoss player before late game.


I agree. Plus ghost or marine openings are already really strong against normal gateway builds, so there's no reason not to start with them.
noD
Profile Blog Joined August 2010
2230 Posts
October 14 2010 19:49 GMT
#668
WEll, now I believe blizz does read this site, just check for the patch from today xD
PROJECTILE
Profile Joined April 2010
United States226 Posts
October 14 2010 19:51 GMT
#669
On October 15 2010 04:36 MayorITC wrote:
Terran already had a significant early game advantage against Protoss. Removing the Void Ray/Gateway all-in, just makes it even easier for Terran to stick to cookie cutter builds and abuse timings in order to cipple/beat the Protoss player before late game.

Yes, but having rock-paper-scissors build order battles is never a good thing, which is what this build creates.
CraftedSC
Profile Joined October 2010
31 Posts
October 14 2010 20:01 GMT
#670
When I used to play terran, whenever I played against toss, my first orbital ability i would use is scan. Dont worry about getting the first mule, the scan will help against any early tech. The moment I would see a stargate, I would pump marines from reactor and get my engineering bay + turrets.
It seems that the greatest Zerg players are forged during times of adversity. Dire situations bring out the best, and when Zergs are dropping left and right, there's always one that remains.
PROJECTILE
Profile Joined April 2010
United States226 Posts
October 14 2010 20:03 GMT
#671
On October 15 2010 05:01 CraftedSC wrote:
When I used to play terran, whenever I played against toss, my first orbital ability i would use is scan. Dont worry about getting the first mule, the scan will help against any early tech. The moment I would see a stargate, I would pump marines from reactor and get my engineering bay + turrets.

you can't scan a smart player's stargate
Immersion_
Profile Joined May 2010
United Kingdom794 Posts
October 14 2010 20:07 GMT
#672
On October 15 2010 03:21 Wings wrote:
you know, you're terran.

you can just scan.

and don't say all that nonsense about scans being expensive; most people would GLADLY spend that number of minerals for an instantaneous clear look inside someone's main that lasts like 5 seconds. and almost all pros scan immediately after the first few mules.

If you see it coming, then adapt. It's not as if you have scans only after you've teched to mech.


This is 100% true all good Protoss players clump their tech buildings and production buildings in the middle of their base so you are guaranteed to scan everything you need to see.
http://www.twitch.tv/sybar1te Sybarite#2581 - add me for Heroes games. .Play Hots and Overwatch currently. Feel free to add.
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
October 14 2010 21:01 GMT
#673
void rays nerfed


/thread
link0
Profile Joined March 2010
United States1071 Posts
Last Edited: 2010-10-14 21:31:09
October 14 2010 21:30 GMT
#674
Void rays buffed in most situations. Uncharged damage to armored went from 5 -> 10. Uncharged damage to light from 5 -> 6. +100% damage isn't a nerf.

They will now be used as support for a normal army instead of only for cheesy all-ins.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
KaoReal
Profile Joined May 2010
Canada340 Posts
Last Edited: 2010-10-14 21:46:54
October 14 2010 21:39 GMT
#675
On October 15 2010 06:30 link0 wrote:
Void rays buffed in most situations. Uncharged damage to armored went from 5 -> 10. Uncharged damage to light from 5 -> 6. +100% damage isn't a nerf.

They will now be used as support for a normal army instead of only for cheesy all-ins.


They do as much damage as a zealot when fully charged vs non marauder units. For 250/150.

edit: I really think void rays need their range back if they are niching them this much. Whats with 7 range on banshees being okay, anyway?

edit: sorry, i'm just a bit peeved. i finally found a build that puts the game into protoss' hands (as opposed to terran picking a build that protoss inevitably has to prepare for) and now its back to finding a way to defend the polt attack, which terran can choose blindly and virtually guarantee himself success without having to do anything but blindly macro until ~10 minutes.
Life can only be understood backwards, but must be lived forward
MayorITC
Profile Blog Joined October 2008
Korea (South)798 Posts
Last Edited: 2010-10-14 21:51:14
October 14 2010 21:48 GMT
#676
On October 15 2010 06:30 link0 wrote:
Void rays buffed in most situations. Uncharged damage to armored went from 5 -> 10. Uncharged damage to light from 5 -> 6. +100% damage isn't a nerf.

They will now be used as support for a normal army instead of only for cheesy all-ins.


Exactly. Just what Protoss needed. A support unit that does 6/10 damage and costs 250 minerals and 150 gas. Man, I hope you move to Korea so that the Protoss players there can learn from you.
Fizbin
Profile Joined May 2010
Canada202 Posts
October 14 2010 21:52 GMT
#677
On October 13 2010 10:30 Fizbin wrote:
random player here:

dont know how may wins ive gotten by proxy void ray vs terran or zerg because i know how hard it is to stop if scouted 30 seconds too late. i think TOO MANY.... it feels so cheese i stopped doing it.

i hate voidrays in ffa's!! i dont know how many times i've lost a 4 ffa after killing 2 ppl but the 3rd just masses void rays and wins even though im so far ahead economically. but by the time i get the correct counter units they are fully charged and wrecking my base. its like if i see a toss in a ffa i have to automatically make a shit load of marines stalkers or corrupters. taking away from fun unit composition. getting beat by a FE cannon void ray cheese is too common. any idiot can do it thats why i see it so much. almost as newb as 4 gate..

i know some of u will say well u should have scouted. bc;s or mass banshee or mass muta is just as bad.... ect.. but they are not nearly the same... mass void rays are the gayest shit in the game after they have been charged. sure its easy to stop if it's 1v1 and u build the counter unit early enough because your scouting him all game... but i truely think the mass voidray is a mass newb cheese unit.

also a few times when i've played terran 1v1 and i went a marine heavy build but was just enough out of position for them to get charged i've lost... i went back looked at the replay.. according to my build i should have crushed him.. but since he got charged and i didnt have vicking i got owned. it also got to the point where i build extra queens just to be safe. gimmick


they should do more initial damage and less charged damage.

mark my words the unit will be changed sooner or later u watch and see



forgive my spelling



Void Ray
-Damage level 1 increased from 5 to 6 (+4 armored).
-Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).

LOL im awesome
just the tip
KaoReal
Profile Joined May 2010
Canada340 Posts
October 14 2010 21:55 GMT
#678
On October 15 2010 06:52 Fizbin wrote:


now every build that builds anything hard counters voidray!
in other words, protoss sets himself behind by considering stargate.
Life can only be understood backwards, but must be lived forward
metalsonic
Profile Joined September 2010
Netherlands95 Posts
October 16 2010 22:29 GMT
#679
void rays are underpowered atm , they are much weaker then they once were I hope they get turned back to their older state since it was hard to charge a bunch of them up let's say 12 void rays will take some time to charge up , if they are charging on ur base , and even then u could deal with it . Really poor choice now protoss air is a complete joke , vikings and mutalisk are much better and much more viable atm then any protoss air unit .....
PulseSUI
Profile Joined August 2010
Switzerland305 Posts
October 16 2010 23:48 GMT
#680
the void rays was a broken unit before, not because it was pwoerfull, but because the entire mechanic behind it forced it in to the cheese department of buildorders, very little could be done with them in real battles.

but changed it to what it is now and still thinking that 250/150 is a fair price for it, is insane.

the entire chargeup mechanic is broken and has to change, 'toss air right now is a joke.
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