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[D] 1.1.2 Void Ray changes (with poll) - Page 10

Forum Index > StarCraft 2 Strategy
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Strangeling
Profile Joined October 2010
France2 Posts
October 15 2010 16:06 GMT
#181
What was the reason the 3 stage was remove from the beta? It would be kind of cool to have an actual 3 stage damage. 6(4) to 7(5) to 8(8) or whatever numbers comes out balanced.

Jayrod
Profile Joined August 2010
1820 Posts
October 15 2010 16:54 GMT
#182
You can theorycraft the numbers all day but if they are cost ineffective in the actual game your numbers arent going to much matter. There are too many variables to just look at a unit/cost based on strictly the numbers. While the numbers might be relevant to some arguments, they should not be the complete basis for an argument as that would be the rough equivalent of all the protoss who mass stalkers expecting to beat mass marauders... or even calling them OP. You have to look at realistic army mixes. VRs were a late game seige breaking unit for me and pretty crucial to me being able to take on PFs. My issue with them now has alot to do with how they interact with other units. WIth such short range any supported armored target will be safe against the VR component of your army (they have no choice but to fly in range of shit that can kill them easily, which is actually every ground based anti-air unit in the game except for the thor). It doesnt make much sense to fly any over your army, the damage they add to your mix is inconsequential when compared to their gas/mineral cost and what you COULD have had. Stargate openers always felt risky because they were... because theres a good chance that this slow transitioning race would have a building they could no longer use slightly too early in the game to recover.

An issue in PvT that arises from this is that it becomes near impossible to open phoenix either due to the void ray change. Here's why...even before this patch there were some timing thor pushes that were actually pretty strong against the phoenix, who cant lift them. Thors do so much dps straight away that gateway armies fall to them horrible (especially when repaired). So a typical game like this against thor push would involve a phoenix getting pumped, me flying over their base with it and seeing a quick armory... then stopping phoenix production... and trying to get a void ray to defend myself against the thor. Since thor is a gas heavy tech, they are normally accompanied by a crapload of marines and maybe a few marauders that they can squeeze in for the extra gas.

Well as you know, marines crap on void rays, crap on rangeless collossus, and they crap on immortals. Against a good terran, this two thor push will not be defendable without robotech. It comes too soon to switch over from stargate tech and basically, as you guys that play protoss know... your robo or stargate gets you your more reliable scouting information than your sacrificial probe so having to choose robo every game is definitely not something im looking forward to.

I really think the thor pushes will become more prevalent in the near future esp knowing that you cant soften them with templar (necessary change imo).

so TLDR: I dont mind opening robo I just dont like the fact that I have to.
Mystgun
Profile Joined September 2010
Hong Kong311 Posts
October 15 2010 17:02 GMT
#183
bringing back 7 range would be a nice change for voids and will let them sit behind stalker line
rezoacken
Profile Joined April 2010
Canada2719 Posts
October 15 2010 17:18 GMT
#184
The only issue I have with it is that they kept the charge time the same.

It was a pain to counter BC with VR before the nerf. A lot of BC with yamatos aren't easily countered by void rays. You had to let die half of your VR to yamato and BC dps before they were charged up and start killing BCs.

Now I don't know, Voids will make far better damage at the start of the battle but I wonder how it balances out on the whole battle. Sure mass BC are rare but it hapeens here and there late PvT and there is still this fast BC with scvs auto repair that can be really troublesome.
Either we are alone in the Universe or we are not. Both are equally terrifying.
OfficerTJHooker
Profile Joined October 2010
Canada97 Posts
October 15 2010 19:08 GMT
#185
To be completely honest, I never thought much of voidrays until lately. They were a fun thing to do in 2s when you rushed voidrays and decimated your opponents lairs and tech buildings.

One time I was doing a 4v4 random and I decided to mass voidrays, just to see what it was like. The results were quite impressive. Backed by my allies ground armies, I was able to build up a charge on their battlecruisers and absolutely rip through them. None of my allies even thought to get capital ship anti-air (We had a couple of thors and hydras, but the BCs were positioned on a cliff so it was hard to aim at) so I had to say I might have been one of the deciding factors of the match.

Looking at the patch notes now, I seriously question the options that protoss have against capital ships. Carriers get blown apart by yamacruisers, phoenixes can't do shit against armored targets, and blink stalkers makes them extremely vulnerable to the terran's ground army. What exactly do toss have that can counter capital ships?

I understand that blizzard wants to move the unit into a more 'standard' place in an army by dealing modest damage in charge level 1 and unarmored units, but for their price they are just not viable at this point of the game.

Basically, I have 3 suggestions for the way this can go.

1. (Someone mentioned this) Keep the void rays damage as of post-patch, but instead of +8 bonus against armored make it +15 massive. This way it keeps it's niche as a capital ship/unit sniper as terran and zerg both have.

2. Lower the cost of void rays. That simple. 200/125 would help, but many players still wouldn't find the cost justified.

3. Retain its original charge bonus damage against armored, but reduce its base damage.

Basically, to find a solution for the void ray problem, we (and blizzard) have to set a goal in what kind of unit the void ray is supposed to be.

Scoot and turn, scoot and turn...
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2010-10-15 19:20:21
October 15 2010 19:17 GMT
#186
I think the VR's cost is correct. I have actually evaluated the effectiveness of the unit and, true to its design, it either works super effectively, or falls hard and flat. In terms of investment, it is probably the most risky unit in the P arsenal, as its risk/rewards comparison is quite polar.

Either you focus down the 2 queens with a gateway + 2 void army and win, or you miss-micro for one second and lose two of them, dooming you to the snowball effect for the rest of the match.

EDIT: No, you don't want 7 range. As a P player I openly acknowledge this as being ultra OP in just the same way as when a reaper could kite a roach (pre-patch). Every AA defensive structure would HAVE to be the furthest structure from the center of a base or else the VR can pick off without reproach every one of these structures, even ones next to the AA defense.
Knowing is half the battle... the other half is lasers.
KaoReal
Profile Joined May 2010
Canada340 Posts
October 15 2010 19:51 GMT
#187
On October 16 2010 04:17 tehemperorer wrote:
I think the VR's cost is correct. I have actually evaluated the effectiveness of the unit and, true to its design, it either works super effectively, or falls hard and flat. In terms of investment, it is probably the most risky unit in the P arsenal, as its risk/rewards comparison is quite polar.

Either you focus down the 2 queens with a gateway + 2 void army and win, or you miss-micro for one second and lose two of them, dooming you to the snowball effect for the rest of the match.

EDIT: No, you don't want 7 range. As a P player I openly acknowledge this as being ultra OP in just the same way as when a reaper could kite a roach (pre-patch). Every AA defensive structure would HAVE to be the furthest structure from the center of a base or else the VR can pick off without reproach every one of these structures, even ones next to the AA defense.

like banshees do?
Life can only be understood backwards, but must be lived forward
Zvendetta
Profile Joined July 2010
United States321 Posts
October 15 2010 19:59 GMT
#188
Since everybody 2gate robos in PvP, I think now the VR can find a nice snuggly home in PvP (I made an argument like this in another thread btw)

VR's now do base damage of 10- just under the threshold of immorts, and I think by the time the voird ray charges almost all of the shields will be drained anyway-enough to kill an immort out of position easily.
And since PvP is one giant colo mosh pit atm, voidrays can be now be a reasonable addition to the toss' army composition without being this gimmicky harass unit.
I'm not saying that VR's will stop colos as well as vikings/ corrupters do, but I think it will add some dynamics to PvP.
And maybe Carriers were just looking for some VR support to be loved again
"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."
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
October 15 2010 20:12 GMT
#189
@KaoReal: If by that you mean they are expensive, involve high risk/high reward, and can be the winning unit if you focus down the queens, then yes.

@Zvendetta: VRs are not really a good choice in PvP because some players do almost exclusively stalkers and then colossi, but you might want to try 2gate robo stargate... It is a timing attack, and will beat FE play or a fast colossi strat. It is a 2 gateway force, plus 2 immortals and 2 phoenix, and the transition is colossi
Knowing is half the battle... the other half is lasers.
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
Last Edited: 2010-10-15 22:05:57
October 15 2010 21:55 GMT
#190
To everyone saying that Void Rays should accompany your army now as an army unit, what's the point? They require separate tech that is only situationally useful, are more expensive than 2 stalkers in gas which is needed for stuff that is hugely useful (colossi/templar/upgrades, etc), yet do less dps when charging than 2 stalkers and only moderately more after charged against armored. If they manage to get charged that is, since now they will be less likely to gain a charge as the unit they are firing against will die more often than before the patch. Against light, 2 stalkers do more DPS than uncharged VRs significantly and more than charged by a little.

Stalkers also can be warped in, come from the most versatile production building that is cheap and also doesn't cost gas, can gain blink for superior micro-ability, have the same range. 3 stalkers (same gas cost as a VR, less if you add stargate gas cost) blow a VR out of the water and do more DPS than a charged VR against everything.

And to top it off, you can't pre-charge nearly as well before going into battle, which is what used to make them shine in army confrontations. It's less effective and hurts your stuff more.
Yeah, well, you know, that's just like, your opinion man
whoopadeedoo
Profile Joined June 2010
United States427 Posts
October 15 2010 22:02 GMT
#191
I'd like to see replays posted from those suggesting VRs are better balanced and just as (if not more) useful now, but in an altered role. I know it's only been a little over a day, but I'll patiently wait for any replays.
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-10-16 00:12:08
October 16 2010 00:11 GMT
#192
Apparently, Terrans can still complain about Void Rays being OP.

[image loading]

But Void Rays are still reasonable against a queen or two. I need to get used to them being weaker, but my strategy still works. I would have kept my VRs in the old days. I lose this game, but only because I haven't played in a couple days and my APM is slipping.

[image loading]
"(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
GoldenH
Profile Blog Joined March 2010
1115 Posts
October 16 2010 00:33 GMT
#193
[image loading]
"(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
GoldenH
Profile Blog Joined March 2010
1115 Posts
October 16 2010 01:18 GMT
#194
Here's one where I killed his expo (but really, he should have been able to defend it, i think he just made too many zerglings), then my Void Rays help out against his corruptors, but he just didn't have enough corrupters because he was on one base for so long.

[image loading]
"(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
Proximo
Profile Joined October 2010
38 Posts
October 16 2010 01:22 GMT
#195
This is a bit much. I understand reducing the damage on VR's a little, but Blizz has made the VR pretty much useless for its cost. Also, why nerf the speed? It's not like it was cheap to get the speed upgrade (Beacon + tech).

RIP Toss air: VR is slow garbage now, Carriers too expensive, too slow to build, too slow to move, and tech intensive, and the Phoenix is a situational POS.



Reborn58
Profile Joined August 2010
United States238 Posts
October 16 2010 01:38 GMT
#196
I think it should be pretty clear that for the cost they are ridiculously underpowered now. They either need to lower the cost or raise the DPS. Consider which you would rather have 2 Void rays (500/300) or 4 mutas (400/400)?

They are costly, fragile, slow (until upgraded), and are part of a tech tree that is basically worthless in early to mid game now.

That's what she said
GoldenH
Profile Blog Joined March 2010
1115 Posts
October 16 2010 01:39 GMT
#197
Protoss Air was already 'dead' before the VR nerf. I've concluded that the nerf doesn't really matter. Actually they shouldn't buff the VR (besides make it more useful with attack upgrades and give the 1 armor back) - they should buff the carrier. Give it 1 more damage, so that this big, beefy unit actually does more damage than the VR, instead of the exact same. Carriers did not have the DPS to take out battlecruisers being repaired before, and they still don't. Carriers did not have the DPS to handle corrupters before, and they still don't. Either give the protoss some spell to deal with these heavy armored units or buff the VR/Carrier.
"(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
Gimpb
Profile Joined August 2010
293 Posts
October 16 2010 02:14 GMT
#198
I didn't think they were really OP before, although I've certainly had my share of voidray losses. I thought they were too good with the charge and too weak without so the damage rework seems like a good change to me.

As for the flux vanes change, I did think that was just strait up too much speed for that heavy a unit.

I'm wondering if this will mean more voids in armies now that the charge won't be quite so much of a hassle and they'll still be pretty good against armored without it. It seems like it'll make voids considerably more popular in pvp.
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
October 16 2010 02:24 GMT
#199
Why would they be useful in PvP now when the only reason they could be used before was that they could chew through stalkers when charged? Are you really going to attack stalkers with uncharged void rays now because it's "better"?
Yeah, well, you know, that's just like, your opinion man
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-10-16 02:36:13
October 16 2010 02:34 GMT
#200
Finally got a decent PvT game, looks like my strat still works even with the change.

[image loading]

They are significantly weaker against protoss 4WG, and it takes slightly longer to kill an expo. Notably, I cannot decide just to pump gateway units + VRs and expand; I have to make a robotics facility first. But they are of more use midgame if I manage to save them. I do think the Void Ray use will be limited in other cases. A few big changes have occured, Void Ray no longer seem useful as a counter weapon; eg if they go to attack your base, you won't be able to do major damage with 4-5 void rays, so you'll need to go for the mineral line instead of just eating through buildings. They are much better to keep with your main army. I find this a little disappointing, because it amplifies the Protoss "one big army" effect. But it is acceptable I suppose.
"(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
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