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[D] Grubby on Void Rays - Page 6

Forum Index > StarCraft 2 Strategy
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theazntiger
Profile Joined May 2012
13 Posts
Last Edited: 2012-05-05 18:37:26
May 05 2012 18:33 GMT
#101
Edit: Forgot voids were armoured, messed up data
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
Last Edited: 2012-05-05 18:37:47
May 05 2012 18:36 GMT
#102
The better upgrades you have, the faster you charge?

Also: Make the the damage increase exponentially every time a Void ray shoots. + Show Spoiler +
j/k
"Having your own haters means you are famous"
aintz
Profile Joined August 2010
Canada5624 Posts
May 05 2012 18:42 GMT
#103
reduce charge time sounds reasonable. atm protoss air is not used very much.
Elp
Profile Joined September 2010
Netherlands86 Posts
Last Edited: 2012-05-05 20:14:51
May 05 2012 18:52 GMT
#104
On May 06 2012 03:02 Darkomicron wrote:
Show nested quote +
On May 06 2012 02:44 Elp wrote:
On May 06 2012 02:05 Darkomicron wrote:
On May 06 2012 01:24 Elp wrote:
On May 05 2012 19:57 Darkomicron wrote:
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) ---> unable to charge up on
High Templar (1 charge less) ---> unable to charge up on

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

Some of these conclusions are incorrect and others are unfair.

A +1 Voidray still charges against Sentries and Templars, it just doesn't charge on a single unit. This doesn't mean its performance decreases, in fact a +1 Voidray kills multiple Sentries and Templars faster than an unupgraded Voidray. So the upgrade works just fine here.

The downside of Voidray upgrades only applies when the Voidray loses its ability to charge to it's 2nd lvl. This means that negative effects of Voidray weapons upgrade only apply to units that have 49HP (or less) for +1, 56HP (or less) for +2 and 63HP (or less) for +3 (light units). For armored its 70HP, 80HP and 90HP. If the unit has higher HP, it means a higher upgrade level leads to better performance. So this excludes from your list: Marauder, Hellion, Sentry, High Templar and Hydralisk. Leaving only a disadvantage vs SCV's and Marines.

Second, you have to consider that upgrades on the side of the opponent can have a positive influence on Voidray performance. If the opponent has +1 armor, you can charge on Probes and Droness. It can also apply to Zerglings and Broodlings at greater upgrade levels. In a wide range of situations the presence of Armor upgrades on the side of the opponent can increase Voidray performance.

The negative effects of Protoss Air Weapons Upgrade and the sometimes positive effects of opponent armor/shield upgrades on Voidray performance are extremely situational. Because it's so heavily dependent on the situation you cant draw any ingame conclusions from this, you can only recognize that the Voidray mechanics behave in a funny way.


Oh, you're right. Sorry, my bad. I fixed it in the post now, indeed they do charge to level 2.

Upgrades should always have a positive influence for you, and a negative influence on your opponent. That's the whole idea behind doing an upgrade. You want to specialize in a certain type of unit, and they have to be stronger so your opponent stands less of a chance, right? Therefore, it makes no sense that void ray upgrades help your opponent, or armor upgrades improve void ray performance. It goes both ways. Just focusing on the void ray upgrades because it has to do with protoss air, which is a tactic you never see in a serious game. --> see my previous post regarding carrier tactics.

Yes, those are all valid points. However, the changes to the Voidray that were suggested in this thread to counteract these weird mechanics are straight up Voidray boosts. I pointed out the positive effects because, first of all, they exist and to offer some perspective. The mechanics may be weird, but that is not a valid reason to improve (or nerf) the Voidray.


Indeed. It's a reason to fix it. Like I said before, the rest is a matter of numbers and balancing. In such a competetive game as SC2 things should make perfect sense. You have to react and actions you make need to have a reliable outcome. If you blink your stalkers, you know how far they'll go. Imagine if they suddenly blink a lesser distance. That's not what you want. Although the void ray may not be influenced greatly, these 'weird' occurrences do not belong in the game.

Show nested quote +
On May 06 2012 02:50 mexicanfashion wrote:
Correct me if I am wrong but, wouldn't make the charged void ray stay charged for 2 seconds longer fix this?
(Even when haven't reach the next stage, like if a void ray made 5 hits but kept the "charged memory" of those 5 hits 2 secs so it would reach next stage when give one more hit to another probe)


Yeah, if each attack is stored then that would indeed fix these problems. It doesn't really matter how, if you use damage instead of number of attacks. Keep the attacks stored for X seconds, resetting the counter when the void ray attacks again. Or the energy system I brought up earlier. They all work and would result in a better void ray unit.

The 'numbers and balancing' are in fact the most important aspects of a possible fix.

For example, if the Voidray is changed so that it stores its attacks, it means it will be able to charge up against Drones and Probes, leading to a 33% damage output increase on Protoss/Zerg worker lines. That's horribly broken. You can't just post "fixes" that break the balance significantly and then ignore the numbers and nerfs that would be required to re-balance it.

BTW: There is a difference between storing attacks or damage. Weapon upgrades increase the damage output, so an X amount of damage is achieved faster with upgrades, leading to a shorter charge time which further increases DPS. You could make the X amount of damage increase relative with weapon upgrade levels, but that means the Voidray will be unable to charge against certain units (same situation as we have right now). Storing damage definitely is not the way to go.
ZjiublingZ
Profile Joined September 2011
United Arab Emirates439 Posts
May 05 2012 18:53 GMT
#105
Can anyone replicate these results in a realistic battle?

I have tried with smaller numbers of Void Ray vs +1 Void Ray and Void Ray vs Roach compared to +1 Void Ray vs Roach and each time the +1 is better.
Zio
Profile Joined October 2010
United States48 Posts
May 05 2012 19:33 GMT
#106
I think perhaps the best change to voidrays would be to give them more steps in their charge and make each step take less time to obtain.

Perhaps 6 levels of charge with each taking half the time to reach, so that more charges may be obtained in the short lifespans of units.

I apologize if someone already suggested this.
It's about to get heavy!
nShade
Profile Joined August 2010
Bulgaria296 Posts
May 05 2012 20:21 GMT
#107
Why not have voidrays get 3 atack phases, like in the beta?
Aveng3r
Profile Joined February 2012
United States2411 Posts
May 05 2012 20:48 GMT
#108
wouldnt it make sense to just upgrade the armor instead of the attack then?
I carve marble busts of assassinated world leaders - PM for a quote
Fig
Profile Joined March 2010
United States1324 Posts
May 05 2012 22:08 GMT
#109
On May 06 2012 05:48 Aveng3r wrote:
wouldnt it make sense to just upgrade the armor instead of the attack then?

No, in any real game it would be better to upgrade shields because despite being armored units, voidrays do not start with any armor, so adding 1 armor to either shields or armor would be the first. And while shields would help a bit less on the voids in particular than armor (100 shields vs 150hp), shields also affects all other units and buildings, whereas that ship armor will only be helping the voids and mothership.
Can't elope with my cantaloupe
aintz
Profile Joined August 2010
Canada5624 Posts
May 05 2012 23:03 GMT
#110
nobodys gonna upgrade shields lol. such a expensive and not very useful upgrade.
moQbara
Profile Blog Joined January 2012
Romania76 Posts
May 05 2012 23:17 GMT
#111
I tend to agree with it being a normal behavior. The voidray is not worse except some particular situations which are taken out of context (which is the game itself). You wouldn't need voidrays to kill those units anyway so it's irrelevant.

More examples of "bad upgrades":

1. Siege mode enables tanks to damage friendly units;
2. Stim pack enables infantry to lose HP on command;
3. Banelings die after use. One could argue that it's silly to upgrade a unit (zergling) only to lose the upgraded version after a single use (lol?).

I am a noob
DooMDash
Profile Joined May 2010
United States1015 Posts
May 06 2012 05:30 GMT
#112
On May 06 2012 08:17 moQbara wrote:
I tend to agree with it being a normal behavior. The voidray is not worse except some particular situations which are taken out of context (which is the game itself). You wouldn't need voidrays to kill those units anyway so it's irrelevant.

More examples of "bad upgrades":

1. Siege mode enables tanks to damage friendly units;
2. Stim pack enables infantry to lose HP on command;
3. Banelings die after use. One could argue that it's silly to upgrade a unit (zergling) only to lose the upgraded version after a single use (lol?).




I think you hit the nail on the head.
S1 3500+ Master T. S2 1600+ Master T.
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2012-05-07 06:02:52
May 06 2012 05:43 GMT
#113
On May 06 2012 08:17 moQbara wrote:
I tend to agree with it being a normal behavior. The voidray is not worse except some particular situations which are taken out of context (which is the game itself). You wouldn't need voidrays to kill those units anyway so it's irrelevant.

More examples of "bad upgrades":

1. Siege mode enables tanks to damage friendly units;
2. Stim pack enables infantry to lose HP on command;
3. Banelings die after use. One could argue that it's silly to upgrade a unit (zergling) only to lose the upgraded version after a single use (lol?).



I don't get your logic at all.

Void rays get worse in some situations after upgrading air weapons... what other unit gets weaker with higher armor/weapon upgrades?

This is a flaw but in a real game as others have tested I doubt it makes a big difference.

edit: fixed fail sentence
Jarree
Profile Joined January 2012
Finland1004 Posts
May 06 2012 05:52 GMT
#114
On May 06 2012 14:43 Genome852 wrote:
Show nested quote +
On May 06 2012 08:17 moQbara wrote:
I tend to agree with it being a normal behavior. The voidray is not worse except some particular situations which are taken out of context (which is the game itself). You wouldn't need voidrays to kill those units anyway so it's irrelevant.

More examples of "bad upgrades":

1. Siege mode enables tanks to damage friendly units;
2. Stim pack enables infantry to lose HP on command;
3. Banelings die after use. One could argue that it's silly to upgrade a unit (zergling) only to lose the upgraded version after a single use (lol?).



I don't get your logic at all.

Void rays getting worse in some situations after upgrading air weapons does not.

What other unit gets weaker with better upgrades?

This is a flaw but in a real game as others have tested I doubt it makes a big difference.

Void rays dont become worse with +1 attack, only in extreme situations it could be possible (though the experiment isn't really foolproof).
+2&+3 weapons for siege tanks when facing upgraded lings. Zerglings die to 1 shot so the rest of the dmg goes only to your marines/marauders. Of course you can find these scenarios, there's no need to change anything still. Just because 120 void rays act in some weird way, doesnt mean you need to buff them. Grubby knows this and is trying to fool others to believe it should be changed so his race gets a free buff
Belisarius
Profile Joined November 2010
Australia6233 Posts
May 06 2012 05:53 GMT
#115
This is interesting. I'd wondered it myself for a while.

The easiest solution is to have the void ray's charge state roll over iff the unit it's firing on dies.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
Last Edited: 2012-05-06 06:07:52
May 06 2012 06:07 GMT
#116
On May 06 2012 14:43 Genome852 wrote:
Show nested quote +
On May 06 2012 08:17 moQbara wrote:
I tend to agree with it being a normal behavior. The voidray is not worse except some particular situations which are taken out of context (which is the game itself). You wouldn't need voidrays to kill those units anyway so it's irrelevant.

More examples of "bad upgrades":

1. Siege mode enables tanks to damage friendly units;
2. Stim pack enables infantry to lose HP on command;
3. Banelings die after use. One could argue that it's silly to upgrade a unit (zergling) only to lose the upgraded version after a single use (lol?).



I don't get your logic at all.

Void rays getting worse in some situations after upgrading air weapons does not.

What other unit gets weaker with better upgrades?

This is a flaw but in a real game as others have tested I doubt it makes a big difference.


The problem that I see though is that it doesn't necessarily make the unit weaker. Killing shit faster is not always a bad thing at all, which is the entire argument for this Void Ray issue, isn't it? It kills stuff faster and therefore does not charge and deal higher damage as easily? Since when is it bad to kill stuff faster? Well, only in certain situations. It just means that it affects that situation. VRs with upgrades will still deal more damage and be better against structures or large hit point units. To me the entire thing is just situational, not a "bug" or "problem."

Just like in the Seige tank analogy...you don't like to use Seige tanks in certain situations because of the massive amounts of splash damage.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
May 06 2012 07:19 GMT
#117
Haha what a great find, we all knew VRs were generally worthless, here's another discussion point on that
Knowing is half the battle... the other half is lasers.
Ktk
Profile Blog Joined May 2010
Korea (South)753 Posts
May 06 2012 07:26 GMT
#118
Emm, 120 Voids... More than 200 supply anyways! Have you tried a realistic number, like 10? ._.
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
May 06 2012 09:40 GMT
#119
You can not compare +1 air weapons with unit upgrades like stim or siege mode. Of course unit upgrades have a downside, it's a choice you make in battle. Do I want to storm these units, or will I only deal more damage to my own zealots? That adds skill. Will I stim to kill everything so much faster, or is my medivac count a little low right now? Will I siege to deal tons of splash damage, or does he have too many zerglings which will only deal damage to my marines?

+1 weapons or armor is always a positive upgrade. It makes all your units stronger, in every situation. Because it's a general upgrade for types of units it should not have a downside like unit specific upgrades.

The irreversible +1 attack, +1 armor, or +1 shields for every race, you will never find a situation where it's bad to have one of these upgrades. Except for the void ray where it's been proven that in several situations a +1 void ray cannot charge on a unit type anymore. Does it matter that these situations don't happen often? Of course not! Everything that isn't right, should be fixed. No matter how small.
I.e. if vikings when landed turned out to deal less damage to worker lines with a +1 upgrade than unupgraded, then that's a bug and it should be fixed. An argument like 'but you almost never land vikings in mineral lines' is absurd.
"Night will fall, and so will you"
xtruder
Profile Joined October 2011
Afghanistan135 Posts
May 06 2012 09:53 GMT
#120
Have charge up time be based on damage dealt, not time spent attacking.

For example, instead of 5 seconds to go to each new level, make it 100 damage dealt (within 5 seconds). Yes, that means the unit might need to be rebalanced, but protoss air needs a rebalance anyways. If protoss air becomes viable, then we can nerf archons/colossi a bit and then everyone will be happy.
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