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[D] Grubby on Void Rays - Page 4

Forum Index > StarCraft 2 Strategy
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Zrana
Profile Blog Joined August 2010
United Kingdom698 Posts
May 05 2012 10:23 GMT
#61
On May 05 2012 04:04 Derrida wrote:
Show nested quote +
On May 05 2012 03:57 Zrana wrote:
They should really just change them to do a % of the target's hp per second, this charging up/down stuff screws with balance too much


so that the time it takes for a VR to kill a zergling and an ultralisk is equal?



Well why not? Toss has other units for killing zerglings.
Elp
Profile Joined September 2010
Netherlands86 Posts
Last Edited: 2012-05-05 10:26:36
May 05 2012 10:26 GMT
#62
On May 05 2012 19:06 freetgy wrote:
Show nested quote +
On May 05 2012 08:57 Elp wrote:
While testing this i've noticed some other odd behavior by the Voidray charge.

You can see it when you have the Voidray attack a bunch of SCV's. The 2nd charge will start when the 3rd SCV is attacked (1st, 2nd destroyed). This is strange because if it is true that the charge buildup (the buildup to level 2, not the 2nd charge level itself) is reset when the Voidray switches targets, the 2nd charge should start when the 2nd SCV is attacked or it should never charge up to the 2nd stage at all.

As I said in my previous post, the charge buildup does reset when attacking Probes (40hp), but apparently it doesn't when attacking a 45HP unit. Perhaps there is a tiny fraction of charge that bleeds over to the next target and 45HP is just enough to make it work? I dont know, its weird.

(Sorry, bit offtopic )


the match behind is very simple.

lvl1 = standard attack
lvl2 = precharge (level where voidray doesn't loses his precharge when switching targets)
lvl3 = full charge (dmg booost)

it takes 6 attacks for a Voidray to reach lvl2
this means:

+0 Voidray:
6*6 = 36 dmg (vs. light) = thus lvl2 can be reached 1 voidray if it attacks a probe alone

+1 Voidray:
6*7 = 42dmg (vs. light) = thus lvl2 can't be reached since unit dies charge ticks are lost when switching to the next target.
(i.e. can't charge on probes anymore)
+2 Voidray:
6*8 = 48dmg
(i.e. can't charge on scvs/ unupgraded marines anymore)

+3 Voidray:
6*9 = 54 dmg

same applies for the armor bonus dmg
10 * 6 = 60dmg needs to be dealt to a single armored unit before it dies
+1
11*6 = 66
+2
12*6 = 72
+3
13*6 = 78

and this is the optimal preset where we assume only the Voidray attacks the unit.
If other units shoot these too and voidray can't reach lvl2 and never reach lvl3 because charge is lost every time the focussed unit dies.

Especially in lategame this gets even worse, because splash damage comes to please which reduces the overall hp of single units so Voidrays most likely can't deal their 6 attack ticks on a single unit.

The charge mechanic is just broken in general imho.
(I mean where seriously is this unit used? except from early game harass vs. Zerg is has become absolutely useless unit)

Sorry, but that just isn't correct

First of all, why do you assume there is a precharge level? There's no mention of this anywhere. Also, if such a precharge level exists and it takes 6 attacks to get to it, it would indeed charge against Probes. However, Voidrays do NOT charge against Probes.
Furthermore, according to your math +1 Voidrays will still charge up against SCV's, but they don't.

This also doesn't explain why a Voidray charges up against the 3rd SCV and not on the 2nd.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 05 2012 10:29 GMT
#63
VRs just suck when massed. Unlike some casters say without reason that VRs have a 'critical mass' where they start to kill instantly VRs actually don't benefit from higher numbers as they charge less.

This is not a practical problem at all for normal games. The amount of VRs you get and the units you target should always suffice to get them charged really
Fogetaboudit
Profile Joined July 2010
United States232 Posts
Last Edited: 2012-05-05 10:48:55
May 05 2012 10:31 GMT
#64
On May 05 2012 19:29 Markwerf wrote:
VRs just suck when massed. Unlike some casters say without reason that VRs have a 'critical mass' where they start to kill instantly VRs actually don't benefit from higher numbers as they charge less.

This is not a practical problem at all for normal games. The amount of VRs you get and the units you target should always suffice to get them charged really


you are wrong, unfortunately I'm not at liberty to point you in the direction of proof. Do some research imo.
TheRealFluid
Profile Joined June 2011
United States501 Posts
May 05 2012 10:48 GMT
#65
Oh man, I actually thought someone posted of Grubby ON Void rays.
"The wings don't make you fly and the crown don't make you king.||"What do you say to god of gg? NOT TODAY" -John the Translator. "Give me Command" -Yellow.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2012-05-05 11:02:53
May 05 2012 10:50 GMT
#66
On May 05 2012 19:26 Elp wrote:
Show nested quote +
On May 05 2012 19:06 freetgy wrote:
On May 05 2012 08:57 Elp wrote:
While testing this i've noticed some other odd behavior by the Voidray charge.

You can see it when you have the Voidray attack a bunch of SCV's. The 2nd charge will start when the 3rd SCV is attacked (1st, 2nd destroyed). This is strange because if it is true that the charge buildup (the buildup to level 2, not the 2nd charge level itself) is reset when the Voidray switches targets, the 2nd charge should start when the 2nd SCV is attacked or it should never charge up to the 2nd stage at all.

As I said in my previous post, the charge buildup does reset when attacking Probes (40hp), but apparently it doesn't when attacking a 45HP unit. Perhaps there is a tiny fraction of charge that bleeds over to the next target and 45HP is just enough to make it work? I dont know, its weird.

(Sorry, bit offtopic )


the match behind is very simple.

lvl1 = standard attack
lvl2 = precharge (level where voidray doesn't loses his precharge when switching targets)
lvl3 = full charge (dmg booost)

it takes 6 attacks for a Voidray to reach lvl2
this means:

+0 Voidray:
6*6 = 36 dmg (vs. light) = thus lvl2 can be reached 1 voidray if it attacks a probe alone

+1 Voidray:
6*7 = 42dmg (vs. light) = thus lvl2 can't be reached since unit dies charge ticks are lost when switching to the next target.
(i.e. can't charge on probes anymore)
+2 Voidray:
6*8 = 48dmg
(i.e. can't charge on scvs/ unupgraded marines anymore)

+3 Voidray:
6*9 = 54 dmg

same applies for the armor bonus dmg
10 * 6 = 60dmg needs to be dealt to a single armored unit before it dies
+1
11*6 = 66
+2
12*6 = 72
+3
13*6 = 78

and this is the optimal preset where we assume only the Voidray attacks the unit.
If other units shoot these too and voidray can't reach lvl2 and never reach lvl3 because charge is lost every time the focussed unit dies.

Especially in lategame this gets even worse, because splash damage comes to please which reduces the overall hp of single units so Voidrays most likely can't deal their 6 attack ticks on a single unit.

The charge mechanic is just broken in general imho.
(I mean where seriously is this unit used? except from early game harass vs. Zerg is has become absolutely useless unit)

Sorry, but that just isn't correct

First of all, why do you assume there is a precharge level? There's no mention of this anywhere. Also, if such a precharge level exists and it takes 6 attacks to get to it, it would indeed charge against Probes. However, Voidrays do NOT charge against Probes.
Furthermore, according to your math +1 Voidrays will still charge up against SCV's, but they don't.

This also doesn't explain why a Voidray charges up against the 3rd SCV and not on the 2nd.


ofc. there is a second level of charge (the one where the laser beams connect)

but your right, my calculation wasn't correct it is 7 full dmg ticks (just rechecked it now) (may it has been changed back when voidrays were nerfed)

So a voidray does actually need to attack 7 times deal each time full dmg before the unit dies to reach precharge lvl.

7 full dmg ticks = +0 Voidray can only charge up a unit that has minimum = 7*6 = 42 hp
this means charging on probes doesn't work because 42dmg > 40hp of a probe
while a scv allows for this

you can prove this by letting a +1 Voidray attack a reaper (voidray does 7 attacks á 7dmg = 49dmg) and gets charged
+2 Voidrays vs. 1 marines with combat shield = 7 attacks á 8 dmg = 56 dmg vs. 55hp (marine dies before 7.th full 7 dmg is dealt)

to prove this right we would need a unit that dies within 7 times full dmg of a voidray ( and look if a voidray charges up (after the 7.th attack is finished and can change the unit or with the start of the 8.th attack on the same unit)

this means
on light
7*6 = 42
7*7 = 49
7*8 = 56
7*9 = 63

on armor
7*10 = 70
7*11 = 77
7*12 = 84
7*12 = 91
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2012-05-05 10:56:57
May 05 2012 10:50 GMT
#67
i really hope they don't turn another one of the protoss micro units into a noob unit, like the immortal or the phoenix, no challenge to use them anymore. And charging voidrays is really easy compared to controlling a range 5 immortal, or fighting mutas with range 4 phoenix x3.
But normal protoss players generally don't like to micro and optimize their unit. Otherwise chargelots wouldn't be on autocast anymore x3.

still think its easy enough to charge voidrays in a battle, but that is also something that goes into pre battle preperation, something alot of people don't like doing. and just a move over the map, because its saver.
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
Last Edited: 2012-05-05 17:02:14
May 05 2012 10:57 GMT
#68
I believe people are sticking with voidray battles a little too much. Even if +1 wins over unupgraded voidrays in those battles, the whole idea to start with was that getting +1 in a match is not a good idea, because +1 rays would charge on fewer units or on fewer occasions than unupgraded voidrays. So, lets try that instead:

Unupgraded voidray can not charge on:
SCV (getting to second charge, not fully)
Marine (getting to second charge, not fully)
Reaper (getting to second charge, not fully)
Viking (getting to second charge, not fully)

Probe
Observer (getting to second charge, not fully)

Drone
Zergling
Infestor (getting to second charge, not fully)


2 unupgraded voidrays can not charge on:
Marine
SCV
Reaper
Ghost (getting to second charge, not fully)
Marauder (one voidray getting to second, other not being charged)
Hellion (getting to second charge, not fully)
Siege Tank (getting to second charge, not fully)
Medivac (getting to second charge, not fully)
Viking

Probe
Stalker (getting to second charge, not fully)
Sentry (getting to second charge, not fully)
Dark Templar (getting to second charge, not fully)
High Templar (one voidray getting to second, other not being charged)
Warp Prism (getting to second charge, not fully)
Observer

Zergling
Drone
Hydralisk (one voidray getting to second, other not being charged)
Infestor
Roach (getting to second charge, not fully)
Overlord (getting to second charge, not fully)
Corruptor (getting to second charge, not fully)
Mutalisk (getting to second charge, not fully)


1 +1 voidray can not charge on:
SCV
Marine
Marauder (getting to second charge, not fully)
Reaper (getting to second charge, not fully)
Hellion (getting to second charge, not fully)
Viking (getting to second charge, not fully)

Probe
Sentry (getting to second charge, not fully)
High Templar (getting to second charge, not fully)
Observer (getting to second charge, not fully)

Drone
Zergling
Hydralisk (getting to second charge, not fully)
Infestor (getting to second charge, not fully)


2 +1 voidrays can not charge on:
SCV
Marine
Marauder
Reaper
Ghost (getting to second charge, not fully)
Hellion
Siege Tank (getting to second charge, not fully)
Viking
Banshee (getting to second charge, not fully)
Medivac (getting to second charge, not fully)
Raven (getting to second charge, not fully)

Probe
Zealot (getting to second charge, not fully)
Sentry
Stalker (getting to second charge, not fully)
Dark Templar (getting to second charge, not fully)
High Templar
Warp Prism (getting to second charge, not fully)
Void Ray (getting to second charge, not fully)

Drone
Zergling
Hydralisk
Roach (getting to second charge, not fully)
Infestor
Mutalisk (getting to second charge, not fully)
Corruptor (getting to second charge, not fully)
Overlord (getting to second charge, not fully)



Differences:
1 upgraded void ray can not charge on the following units which did give 1 unupgraded void ray a charge:
SCV (1 charge less) ---> unable to charge up on
Marine (1 charge less) ---> unable to charge up on
Marauder (1 charge less)
Hellion (1 charge less)

Sentry (1 charge less)
High Templar (1 charge less)

Hydralisk (1 charge less)


2 upgraded void rays can not charge on the following units which did give 2 unupgraded void rays a charge:
Marauder (1 charge less for 1 voidray) ---> unable to charge up on with both rays
Hellion (1 charge less) ---> unable to charge up on
Banshee (1 charge less)
Raven (1 charge less)

High Templar (1 charge less for 1 voidray) ---> unable to charge up on with both rays
Zealot (1 charge less)
Void Ray (1 charge less)
Sentry (1 charge less) ---> unable to charge up on

Hydralisk (1 charge less for 1 voidray) ---> unable to charge up on with both rays


Replay of my testing is here:
http://drop.sc/172139


Edit: Underlining and the replay
Edit 2: added the 'unable to charge up on' data.
"Night will fall, and so will you"
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2012-05-05 11:08:57
May 05 2012 11:08 GMT
#69
I have read through this thread and I am kind of confused about this discussion. Right now there are only a few situations where players implement Void Rays into their army composition aside from early game harassment. The role of Void Rays in the protoss arsenal right now is an early game attacking unit and a situational counter unit in mid and late game against certain compositions. The reason for this is the charge mechanic.

We have seen how problematic this mechanic can be in the earlier stages of Sc2 where at one point Void Ray all ins became close to unstoppable. Making changes like letting the Void Ray charge up faster or charge up after a kill will make the Void Ray very powerful in the early game again. The problem with charge is that if they charge up too quickly they become too powerful in the early game and if they charge up to slowly they are useless in the late game. Right now they see situational use in both early and late game so maybe blizzard has actually found the sweet spot for this unit.

If you propose a significant change like that you should make a more elaborate point and think about all the implications it has. Obviously attack damage would have to change as well and the whole role of the Void Ray would change so as long as no one has made a good point about how you can change the Void Ray without messing with too much other stuff I am very much against it.
I want to be with those who share secret things or else alone.
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
May 05 2012 11:16 GMT
#70
On May 05 2012 20:08 Baum wrote:
I have read through this thread and I am kind of confused about this discussion. Right now there are only a few situations where players implement Void Rays into their army composition aside from early game harassment. The role of Void Rays in the protoss arsenal right now is an early game attacking unit and a situational counter unit in mid and late game against certain compositions. The reason for this is the charge mechanic.

We have seen how problematic this mechanic can be in the earlier stages of Sc2 where at one point Void Ray all ins became close to unstoppable. Making changes like letting the Void Ray charge up faster or charge up after a kill will make the Void Ray very powerful in the early game again. The problem with charge is that if they charge up too quickly they become too powerful in the early game and if they charge up to slowly they are useless in the late game. Right now they see situational use in both early and late game so maybe blizzard has actually found the sweet spot for this unit.

If you propose a significant change like that you should make a more elaborate point and think about all the implications it has. Obviously attack damage would have to change as well and the whole role of the Void Ray would change so as long as no one has made a good point about how you can change the Void Ray without messing with too much other stuff I am very much against it.


The problem isn't necessarily that the charge mechanic is wrong. It's that the charge mechanic messes with upgrades. Upgrades should always make a unit stronger, in every situation. That's why you upgrade them! However, as my previous post demonstrated, in many cases a +1 voidray can't charge on units where an unupgraded voidray could charge on. If a +1 voidray doesn't get charged, the unupgraded voidray will end up dealing more damage because it is charged.

The only change that has to be made is to make sure the void ray keeps charging, even though it's upgraded. Getting air weapon should always be beneficial. Perhaps a good idea is to make a voidray charge up based on how much damage it does within x seconds. If you deal damage it starts charging. If you stop dealing damage a 5 second timer starts. If you start dealing damage within that time, it will continue to charge. If you do not deal damage within that time, the charge falters. This way you can attack and get charged on 3 zerglings, instead of killing 1, losing the charging, starting on another one, it dies too quickly, losing the charge again... Starting on the third... etc.
"Night will fall, and so will you"
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
Last Edited: 2012-05-05 11:22:10
May 05 2012 11:18 GMT
#71
Maybe the real answer is dont mass voidrays.

They aren't meant to counter everything?

So what if they don't charge. The upgrades are meant to increase DPS, which means KILLING THINGS FASTER -.-

Voidrays are meant to counter ultralisks, broodlords, etc. Sure the DPS may increase, but that means that lowers the DPS of the opponent? Think about it.

I dont see how them not charging as fast has any difference at all. The real problem is because you have too many voidrays to even let them charge if you are massing them.. because the DPS is too high regardless of the upgs

It is a little weird that you might not get a full charge.. but think about it. why don't you charge ? because the enemy unit dies faster..therefore making the increase in DPS from the upgrade obvious..?
from the days of: TheMarine [NC]...YellOw [H.O.T.]-Forever99 OgOgO [_MuMyung_] ChRh PlayGrrrr.... SlayerS_`BoxeR` [Oops]Reach [ReD]NaDa [DF]zergboy..!! Pusan[S.G] Nal_rA GARIMTO SSamJJang ChoJJa JinSu Silent_Control iloveoov H_PauL_WII JulyZerg [DaK]JoYo
Baum
Profile Blog Joined April 2010
Germany1010 Posts
May 05 2012 11:22 GMT
#72
On May 05 2012 20:16 Darkomicron wrote:
Show nested quote +
On May 05 2012 20:08 Baum wrote:
I have read through this thread and I am kind of confused about this discussion. Right now there are only a few situations where players implement Void Rays into their army composition aside from early game harassment. The role of Void Rays in the protoss arsenal right now is an early game attacking unit and a situational counter unit in mid and late game against certain compositions. The reason for this is the charge mechanic.

We have seen how problematic this mechanic can be in the earlier stages of Sc2 where at one point Void Ray all ins became close to unstoppable. Making changes like letting the Void Ray charge up faster or charge up after a kill will make the Void Ray very powerful in the early game again. The problem with charge is that if they charge up too quickly they become too powerful in the early game and if they charge up to slowly they are useless in the late game. Right now they see situational use in both early and late game so maybe blizzard has actually found the sweet spot for this unit.

If you propose a significant change like that you should make a more elaborate point and think about all the implications it has. Obviously attack damage would have to change as well and the whole role of the Void Ray would change so as long as no one has made a good point about how you can change the Void Ray without messing with too much other stuff I am very much against it.


The problem isn't necessarily that the charge mechanic is wrong. It's that the charge mechanic messes with upgrades. Upgrades should always make a unit stronger, in every situation. That's why you upgrade them! However, as my previous post demonstrated, in many cases a +1 voidray can't charge on units where an unupgraded voidray could charge on. If a +1 voidray doesn't get charged, the unupgraded voidray will end up dealing more damage because it is charged.

The only change that has to be made is to make sure the void ray keeps charging, even though it's upgraded. Getting air weapon should always be beneficial. Perhaps a good idea is to make a voidray charge up based on how much damage it does within x seconds. If you deal damage it starts charging. If you stop dealing damage a 5 second timer starts. If you start dealing damage within that time, it will continue to charge. If you do not deal damage within that time, the charge falters. This way you can attack and get charged on 3 zerglings, instead of killing 1, losing the charging, starting on another one, it dies too quickly, losing the charge again... Starting on the third... etc.


This would be a terrible change. Don't you realize that this would make Void Rays so much more powerful in early game situations while taking away the need to micro them?
I want to be with those who share secret things or else alone.
Rassy
Profile Joined August 2010
Netherlands2308 Posts
Last Edited: 2012-05-05 11:46:36
May 05 2012 11:43 GMT
#73
"If you start dealing damage within that time, it will continue to charge. If you do not deal damage within that time, the charge falters. This way you can attack and get charged on 3 zerglings, instead of killing 1, losing the charging, starting on another one, it dies too quickly, losing the charge again... Starting on the third... etc."

This would be so incredibly imbalanced lol.


Darkomicron Netherlands. May 05 2012 19:57. Posts 132
Thx this clearly shows that upgrading is not best for every situation.
Should it be? yes i guess after reading the tread.

Could maybe make vr charge after 42 damage on same unit.
0 attack charges after 7 attacks
with 1 attack it charges after 6 attacks (6x7)
problem is maybe 2 and 3 attack when it charges after 5.25 attacks and 4.66 attack
Could maybe make it then that 6th and 5th attack is charged , not sure how this would work out though.
Opponent armour still messes this up a bit i think.

On the bright side,
If the opponent has corresponding armour this all is irrelevant:p
*ponders* hmm so getting armour might be bad idea against even unupgraded void rays?




Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 05 2012 11:47 GMT
#74
On May 05 2012 19:31 Fogetaboudit wrote:
Show nested quote +
On May 05 2012 19:29 Markwerf wrote:
VRs just suck when massed. Unlike some casters say without reason that VRs have a 'critical mass' where they start to kill instantly VRs actually don't benefit from higher numbers as they charge less.

This is not a practical problem at all for normal games. The amount of VRs you get and the units you target should always suffice to get them charged really


you are wrong, unfortunately I'm not at liberty to point you in the direction of proof. Do some research imo.


right.. very useful. Voidrays don't scale well into masses, it's logical as they get less and less likely to charge the more you have.
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
May 05 2012 11:59 GMT
#75
On May 05 2012 20:18 Th1rdEye wrote:
Maybe the real answer is dont mass voidrays.

They aren't meant to counter everything?

So what if they don't charge. The upgrades are meant to increase DPS, which means KILLING THINGS FASTER -.-

Voidrays are meant to counter ultralisks, broodlords, etc. Sure the DPS may increase, but that means that lowers the DPS of the opponent? Think about it.

I dont see how them not charging as fast has any difference at all. The real problem is because you have too many voidrays to even let them charge if you are massing them.. because the DPS is too high regardless of the upgs

It is a little weird that you might not get a full charge.. but think about it. why don't you charge ? because the enemy unit dies faster..therefore making the increase in DPS from the upgrade obvious..?


Making more voidrays with more upgrades should increase their efficiency. Not make them worse. Of course they have to charge, that's the whole purpose of the unit. It makes no sense that upgrading would decrease their effectiveness against so many units. If you want to upgrade to kill units before the voidrays charge... then why is the charge mechanic in game at all?

Sure, against ultralisks upgraded voidrays are better. But in so many cases they are not.


On May 05 2012 20:22 Baum wrote:
Show nested quote +
On May 05 2012 20:16 Darkomicron wrote:
On May 05 2012 20:08 Baum wrote:
I have read through this thread and I am kind of confused about this discussion. Right now there are only a few situations where players implement Void Rays into their army composition aside from early game harassment. The role of Void Rays in the protoss arsenal right now is an early game attacking unit and a situational counter unit in mid and late game against certain compositions. The reason for this is the charge mechanic.

We have seen how problematic this mechanic can be in the earlier stages of Sc2 where at one point Void Ray all ins became close to unstoppable. Making changes like letting the Void Ray charge up faster or charge up after a kill will make the Void Ray very powerful in the early game again. The problem with charge is that if they charge up too quickly they become too powerful in the early game and if they charge up to slowly they are useless in the late game. Right now they see situational use in both early and late game so maybe blizzard has actually found the sweet spot for this unit.

If you propose a significant change like that you should make a more elaborate point and think about all the implications it has. Obviously attack damage would have to change as well and the whole role of the Void Ray would change so as long as no one has made a good point about how you can change the Void Ray without messing with too much other stuff I am very much against it.


The problem isn't necessarily that the charge mechanic is wrong. It's that the charge mechanic messes with upgrades. Upgrades should always make a unit stronger, in every situation. That's why you upgrade them! However, as my previous post demonstrated, in many cases a +1 voidray can't charge on units where an unupgraded voidray could charge on. If a +1 voidray doesn't get charged, the unupgraded voidray will end up dealing more damage because it is charged.

The only change that has to be made is to make sure the void ray keeps charging, even though it's upgraded. Getting air weapon should always be beneficial. Perhaps a good idea is to make a voidray charge up based on how much damage it does within x seconds. If you deal damage it starts charging. If you stop dealing damage a 5 second timer starts. If you start dealing damage within that time, it will continue to charge. If you do not deal damage within that time, the charge falters. This way you can attack and get charged on 3 zerglings, instead of killing 1, losing the charging, starting on another one, it dies too quickly, losing the charge again... Starting on the third... etc.


This would be a terrible change. Don't you realize that this would make Void Rays so much more powerful in early game situations while taking away the need to micro them?


It won't take away the need to micro them. You still have to keep attacking and making sure your voidrays stay charged. The only change that will be made is that it won't lose it's charge if it can't kill a unit. Effectively making a voidray able to power up on small units as well.
"Night will fall, and so will you"
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2012-05-05 12:10:37
May 05 2012 12:04 GMT
#76
On May 05 2012 20:59 Darkomicron wrote:It won't take away the need to micro them. You still have to keep attacking and making sure your voidrays stay charged. The only change that will be made is that it won't lose it's charge if it can't kill a unit. Effectively making a voidray able to power up on small units as well.


Which is why it is too strong. Blizzard has buffed the damage versus light to make up for not being able to charge. You don't have to decide anymore which units to focus because you will charge anyway. Explain to me why you should be able to charge on everything?
I want to be with those who share secret things or else alone.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
May 05 2012 13:02 GMT
#77
On May 05 2012 03:07 chestnutcc wrote:
Grubby's solution is v warcraft 3 like i.e. giving void rays an XP mechanic.

lol this is actually very true
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
Last Edited: 2012-05-05 13:39:54
May 05 2012 13:38 GMT
#78
On May 05 2012 21:04 Baum wrote:
Show nested quote +
On May 05 2012 20:59 Darkomicron wrote:It won't take away the need to micro them. You still have to keep attacking and making sure your voidrays stay charged. The only change that will be made is that it won't lose it's charge if it can't kill a unit. Effectively making a voidray able to power up on small units as well.


Which is why it is too strong. Blizzard has buffed the damage versus light to make up for not being able to charge. You don't have to decide anymore which units to focus because you will charge anyway. Explain to me why you should be able to charge on everything?


Because the voidray damage upgrade will have an adverse effect if you can't charge up on everything. I don't necessarily think that a voidray has to be able to charge up on a zergling. But a damage upgrade should always benefit the unit. What I proposed fixes the problem and makes upgraded voids better than unupgraded voids in every situation.

Also, focus firing is bad for voidrays, because it will give less chance to charge them up. The unit will die too quickly. If you change the way in which it charges up, you will only encourage focus firing, because then there is no disadvantage to microing your void rays.
"Night will fall, and so will you"
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
May 05 2012 13:41 GMT
#79
On May 05 2012 19:50 FeyFey wrote:
i really hope they don't turn another one of the protoss micro units into a noob unit, like the immortal or the phoenix, no challenge to use them anymore. And charging voidrays is really easy compared to controlling a range 5 immortal, or fighting mutas with range 4 phoenix x3.
But normal protoss players generally don't like to micro and optimize their unit. Otherwise chargelots wouldn't be on autocast anymore x3.

still think its easy enough to charge voidrays in a battle, but that is also something that goes into pre battle preperation, something alot of people don't like doing. and just a move over the map, because its saver.


Microing phoenixes without range upgrade against mutas isn't easy at all.
nocrA
Profile Joined August 2011
Italy27 Posts
May 05 2012 13:46 GMT
#80
It would be cool to reintroduce fazing(http://www.teamliquid.net/forum/viewmessage.php?topic_id=134124) which was basically switching between many targets very fast to multiply damage. It would add some skill to the void rays and add a decision between charging and fazing because you can't do both. As everybody agrees right now the void ray is basically a
A move unit and protoss air is situationary.

Reintroducing fazing would make attack upgrades more important.

But it would be almost impossible to balance...
(╯°□°)╯︵ ┻━┻
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