[D] 1.1.2 Void Ray changes (with poll) - Page 11
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GoldenH
1115 Posts
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awesomoecalypse
United States2235 Posts
They're also better at quickly defending against that bane of all Toss--Marauders. Previously, if Marauders dropped into your base and your Void wasn't charged, they would likely take out your nexus before you could effectively respond. Now the Void can pitch in effectively on defense right away, and the Nexus has more hp. Voids are also, somewhat ironically, even better when massed, which I think runs counter to what Blizzard intended. It was basically impossible to get charge on 10+ Voids, but now even uncharged Voids are quite dangerous. This is a big nerf to one specific use--precharging or proxying Voids, then using them to wipe out a base almost instantly. It is a small nerf to another use, using them to bring down capital ships (Blink Stalkers are probably the unit of choice for that now). But in terms of actually making Void Rays useful in a normal battle, useful in defense, and useful in the battle vs. Terran for air dominance, I think its a pretty decent buff. | ||
FrostOtter
United States537 Posts
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GoldenH
1115 Posts
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FrostOtter
United States537 Posts
On October 16 2010 12:42 GoldenH wrote: The guy saying that said he did it by a map editor, I think he set the queen to the wrong stats, maybe gave it 1000 HP or something. I have had no problems killing queens with my VRs in actual games, see my posted replay. Ah, missed that. That makes more sense. | ||
SaintsTheMetal
United States45 Posts
On October 16 2010 12:42 GoldenH wrote: I have had no problems killing queens with my VRs in actual games, see my posted replay. I have >.> I ended up in a very strange situation, where the game hung in the balance between my 3 VRs vs just two queens with one more on the way. Well these two queens with a few transfusion completely beat my 3 VRs. They gunned one down to the red (which i pulled back and microed) by the time he had to use one transfusion. In the end I got one queen down with another popping out and taking down my last VR.. Their damage is pitiful, have the survivability of a paper plane, and cost almost as much as a capital ship. I just don't understand what Blizzard thinks we're to do with them... | ||
GoldenH
1115 Posts
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Chen
United States6344 Posts
If they really wanted to make it an army unit they should have given it the 1 armor/range back and/or decreased cost/increased HP. | ||
Batch
Sweden692 Posts
On October 16 2010 18:46 Chen wrote: For those of you suggesting that void rays be used as a core army unit for dps vs armored targets. the uncharged DPS of void rays(only can use this since its the only thing that was buffed) is 16.6. the DPS of 2 stalkers vs armored is 19.5. 2 stalkers costs about the same as 1 void ray not factoring in cost of the starport. 2 stalkers also tank more damage than 1 void ray does. If they really wanted to make it an army unit they should have given it the 1 armor/range back and/or decreased cost/increased HP. You are doing it wrong. Why shouldn't void rays get to factor in their charged attack in a army unit comparison? Larger armies of ground units would block each other making some of them unable to attack. Since void rays are flying units this means that you are less affected by chokes and can have a larger number of units participating in the combat. A combination of zealots, stalkers, collossus and void rays could be put together to create a really compact army ball. | ||
noVa972
Germany64 Posts
But they are now even more usefull. Strange change. | ||
hoovehand
United Kingdom542 Posts
i'm pretty sure that voidrays OWN even harder in early game against marines in 1.1.2... the only down side is that they're a lot weaker against battlecruisers and buildings... but the damage against those was rediculous. he baits stim while sniping at your refinery from the cliff, then comes in without charge and kills 5-6 marines - then you simply can't build anti air fast enough unless you have like 5 rax. just a single voidray requires like 4-5 rax to effectively counter. imo voidray makes banshee look like trash. get detection and the banshee is just a flying marauder that costs 4 times more gas, takes twice as long to build and has very limited cloak time.. | ||
Goobahfish
Australia71 Posts
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Drakkart
80 Posts
but blizzard created a imbalance by not lowering its cost. the unit is not worth 250/150. but the voidrays are ok for now to play. what blizzard still needs to fix is protoss air concept and giving them some counter to the late game units like corruptors and battlecruisers ... the voidray could not fullfill that role prepatch so the changes affect protoss AA capability post patch even more. but right now the stats of the unit work quit right. as i mentioned the costs are too high now. | ||
Wrongspeedy
United States1655 Posts
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Markwerf
Netherlands3728 Posts
Against colossi for example they are actually better now as they do much more damage straight up now. The stage 1 damage against colossi has more then doubled which is huge (9 vs 4 since colossi have 1 armor) which makes them a much better counter against colossi now. Fast colossi builds are not viable anymore in PvP because stalker heavy builds can easily make voids to counter those now. Against zerg and terran they are simply a unit they should be now, a counter to tier 3 air. Voidray rushes can still work ok in some scenario's as well. | ||
Quasi.In.Rem
53 Posts
they are basically different units now. i'm not opposed to balancing the unit, but it's sad that they just decided to play it safe and make them boring. | ||
metalsonic
Netherlands95 Posts
Void Rays are the spellbreakers from war 3 tft all over again ( there identity and uses change so much that nobody knows the exact usage anymore ) | ||
universalwill
United States654 Posts
i haven't had much trouble with them because most of the time i either scout the stargate or scout the complete lack of any units or buildings in his base and know that there's a stargate somewhere on the map. but on maps like kulas and desert oasis post-patch, i would still lose to them because i can't stop them from being charged up on rocks (probably the big reason those maps were removed from the pool, though i don't see how it can't be done on shakuras) but they didn't nerf void rays for us dia players. they were nerfed for the bronze league players. i have 2 friends who were trying to get into starcraft, but ended up just quitting the game because in bronze league, players can barely hold off worker rushes. let alone void ray rushes. players ragequitting the game is bad for business. still, i think void rays will have their place. they can still do a lot of damage if the opponent is caught off guard by them, and they're great units once zergs reach hive tech. | ||
Rawenkeke
Norway350 Posts
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SaintsTheMetal
United States45 Posts
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