• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:45
CEST 08:45
KST 15:45
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Code S Season 1 (2026) - RO8 Results1Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO8 Results MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
Pros React to: TvT Masterclass in FlaSh vs Light vespene.gg — BW replays in browser ASL21 Strategy, Pimpest Plays Discussions Flashes ASL S21 Ro8 Review BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Semifinals B [ASL21] Semifinals A [BSL22] RO8 Bracket Stage + Another TieBreaker Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1819 users

[D] Grubby on Void Rays - Page 7

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 5 6 7 8 9 11 Next All
Belial88
Profile Blog Joined November 2010
United States5217 Posts
Last Edited: 2012-05-06 12:25:29
May 06 2012 12:24 GMT
#121
Letting void rays charge up by time or keeping a charge for a few seconds after a target dies would be absolutely ridiculous.

1 queen can hold a void ray off if something like a spore or another queen is on it's way. If a void ray is fully charged, not only will the queen die, but any reinforcement.

You'd have issues where Toss would just make 1-2 void rays from a stargate opener, and even though zerg knew about it and made extra queens and some spores, if both sides of every base wasn't covered, they would lose everything in convincing fashion.

I mean... it'd really make stargate OP in ZvP. Just open stargate, make 1 void ray, and force zerg to make 5+ spores/queens instantly. As it is now, an extra queen roaming around or just 2 spores that you uproot around your base, is enough to handle the first void ray and you can add on incrementally, so if you knew stargate was coming and prepared, you can come out ahead or okay (depending on how toss uses them). Being forced to make 3+ spores/queens instantly would be ridiculous cost to zerg econ. everyone would just make 1 vr, ez.

As mentioned by others, the grubby comment is ridiculous. 120+ void rays vs 120+ void rays? Where void rays are used, attack upgrades are awesome - against static AA, against buildings, against massive units, and in the numbers void rays tend to be - in small numbers as a damage dealer, with lots of support (phoenixes, zealots, sentries).
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2012-05-06 12:32:41
May 06 2012 12:32 GMT
#122
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?

Would be too under/overpowered. If you had them say.... do 4% of the target's HP per second, a base would go down instantly. Whereas if you send them on a zergling, you'd deal next to no damage.
Goolpsy
Profile Joined November 2010
Denmark301 Posts
May 06 2012 13:05 GMT
#123
Since you very rarely end up in a situation with only VR's, I think you are all forgetting something: It's not just the +1 attack for VR that works against them, but +1 for Any unit.

The VR's most likely fire at the same targets as other units of the same range(positionwise) hence severely reducing the opportunity to charge up. And as soon as you factor in splash damage from Colosus or storms, the only units VR can really charge up on are Corrupters or maybe roaches if there's 70 of them to begin with.

The overall mechanic of the VR is just plain BAD.

As for early game VR's and overpoweredness, do recall that VR's only been balanced while 1-Basing was the dominant style of play. It's really not that hard to balance the VR for the early game as well as for the late..
ejozl
Profile Joined October 2010
Denmark3491 Posts
May 06 2012 14:11 GMT
#124
I think the clear solution to this problem is to reduce the voidray damage significanly. Say 30%. That way units dieing too fast will cease to be a problem eliminating the design flaw that attack upgardes reduce their damage.

The MOST reasonable solution is to make it so that attack upgrades REDUCE CHARGE TIME.

edit: make it reduce charge time and not increase the damage of each level of attack


Yes i agree, or a better wording would be. Instead of the length of which it is charging, should be the factor for reaching the next level, it should be, the amount of damage it deals.

Another thing that has been pissing me off forever, is that there is a second base charge animation, but no actual second base damage component.
It would be such a great buff to the unit, if instead of going from 6+4(armored) to 6+4(armored) to 8+6(armored) it would go from 6+4(armored) to 7+5(armored) to 8+6(armored.)
Would erase a lot of the, sometimes this unit wrecks, sometimes this unit stinks.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
PaulZ
Profile Joined September 2010
Lithuania11 Posts
May 06 2012 14:16 GMT
#125
They should make voidrays charge after specific amount of damage dealt rather than after a specific amount of time. This'll remove any kind of upgrade imbalance.
paddyz
Profile Joined May 2011
Ireland628 Posts
May 06 2012 14:21 GMT
#126
Thought the same thing about a week ago. imo with each attack upgrade the VRs should also charge faster
Aterons_toss
Profile Joined February 2011
Romania1275 Posts
May 06 2012 15:26 GMT
#127
Does it really matter ? I can think of a 1 in 1k pvp scenario when one person goes mass air and thus might use mass vr late game ( and thus get upgrade ), but are vr actually used anywhere else in the late game ( so that you can't charge micro them/have money for ups... cuz you don't generaly have money for ups and can charge micro in the vr cheeses, which are the only times i can think of vr actually being used ).
A good strategy means leaving your opponent room to make mistakes
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
May 06 2012 15:33 GMT
#128
Definitely an interesting way of seeing it, hadn't thought of it like that. Not that it will ever matter, but still
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
May 06 2012 15:38 GMT
#129
Well there shouldn't be any question about something a progamer spent on for hundreds of hours of his life on. Grubby is almost always right ).
Goolpsy
Profile Joined November 2010
Denmark301 Posts
May 06 2012 16:18 GMT
#130
On May 07 2012 00:26 Aterons_toss wrote:
Does it really matter ? I can think of a 1 in 1k pvp scenario when one person goes mass air and thus might use mass vr late game ( and thus get upgrade ), but are vr actually used anywhere else in the late game ( so that you can't charge micro them/have money for ups... cuz you don't generaly have money for ups and can charge micro in the vr cheeses, which are the only times i can think of vr actually being used ).


Catch 22 Argument isn't it?
VR is bad, so it's not used alot, hence it doesn't matter.
If VRs were good, they would be used alot, and then they would matter! (Even though there is no problem?!)

As for cheeses:
If you give VRs faster charging with each upgrade, it wouldn't change cheeses much, since its 'very easy' to charge up 1-2 VRs in a cheese strat already --> So the upgrade wouldn't matter.
Lategame however, you cannot individually micro and Charge-Juggle 8 VRs, hence the faster charging up will have an effect.

iSTime
Profile Joined November 2006
1579 Posts
May 06 2012 16:32 GMT
#131
Why not just make it charge after X number of damage rather than after Y seconds?

Doesn't affect un-upgraded VRs at all, but makes it so that there is no situation in which an un-upgraded VR is ever better than an upgraded one.
www.infinityseven.net
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
Last Edited: 2012-05-06 16:44:04
May 06 2012 16:39 GMT
#132
Some still bring up the 120 void rays thing. This was just one quick experiment, but there's more to the +1 discussion. Foremost the inability to charge up on some units where an unupgraded voidray could charge up on. Even though these situations are rare, it should be fixed. I also really liked what Goolpsy said:

On May 07 2012 01:18 Goolpsy wrote:
Catch 22 Argument isn't it?
VR is bad, so it's not used alot, hence it doesn't matter.
If VRs were good, they would be used alot, and then they would matter! (Even though there is no problem?!)



Many people complain about void rays being overpowered if you change the mechanic. I just want to make clear that this doesn't have to be the case at all. Everything eventually is a matter of balance. If something works well, the only thing left to do is balancing it to make sure the game can be played normally. The same thing goes for void rays. Once the mechanic is changed and this 'bug' is fixed, they only have to make sure it's balanced.

The thing we want to see is that if you upgrade air weapons, there is no situation in which an upgraded void ray would be unable to charge (whereas an unupgraded void ray would be able to charge). Thus, eliminating any downsides of upgrading air weapons for void rays. Always giving it a positive effect, just like all the other units that get upgraded.

On May 07 2012 01:32 iSTime wrote:
Why not just make it charge after X number of damage rather than after Y seconds?

Doesn't affect un-upgraded VRs at all, but makes it so that there is no situation in which an un-upgraded VR is ever better than an upgraded one.


This results in upgraded void rays charging faster, thus giving them a very minor damage buff. That can be balanced out though.

I think the best solution is to create something like an energy bar that goes up to 15. Each time damage lands the void ray gets +1 energy. While not attacking, the energy will drain.
This will result in the void ray having to charge, not getting a buff, and also it fixes the whole upgrade issue, because it doesn't matter if the unit dies, as long as you keep attacking the void ray will eventually be charged. It also adds a nice little strategy for terrans or maybe even protoss to EMP/Feedback the void ray and make it lose it's charge.

That's what I've come up with though. I don't mind any different changes, I just want to see it fixed eventually :D
"Night will fall, and so will you"
Goolpsy
Profile Joined November 2010
Denmark301 Posts
May 06 2012 16:52 GMT
#133
Where's the thumbs-up button on teamliquid?!

On May 07 2012 01:39 Darkomicron wrote:
I think the best solution is to create something like an energy bar that goes up to 15. Each time damage lands the void ray gets +1 energy. While not attacking, the energy will drain.
This will result in the void ray having to charge, not getting a buff, and also it fixes the whole upgrade issue, because it doesn't matter if the unit dies, as long as you keep attacking the void ray will eventually be charged. It also adds a nice little strategy for terrans or maybe even protoss to EMP/Feedback the void ray and make it lose it's charge.

That's what I've come up with though. I don't mind any different changes, I just want to see it fixed eventually :D


Excellent suggestion!
Heights
Profile Joined June 2011
United States9 Posts
Last Edited: 2012-05-06 18:28:37
May 06 2012 18:19 GMT
#134
Thanks for posting this. From now on when I go cannon rush into Void Rays in team games I'll make sure to just upgrade the armor. And if 20 0/0 VR's survive from the numbers listed in the first post, then it makes perfect sense.

EDIT: I'm not a balance guru, but I don't see why making it so upgraded Void Rays charge faster, or making a max charge damage value which would then put Blizzard in a situation where they could make upgraded Void Rays have a higher max damage when fully charged, wouldn't fix the problem.
¯\_(ツ)_/¯, Destiny, (╯°□°)╯︵ ┻━┻, Stephano
Elp
Profile Joined September 2010
Netherlands86 Posts
May 06 2012 22:44 GMT
#135
On May 07 2012 01:39 Darkomicron wrote:

Show nested quote +
On May 07 2012 01:32 iSTime wrote:
Why not just make it charge after X number of damage rather than after Y seconds?

Doesn't affect un-upgraded VRs at all, but makes it so that there is no situation in which an un-upgraded VR is ever better than an upgraded one.


This results in upgraded void rays charging faster, thus giving them a very minor damage buff. That can be balanced out though.


Actually, you can't balance it out.

If upgraded Voidrays would charge faster, their average DPS will increase exponentially relative to the original DPS per weapon upgrade in certain situations, this means that you will always skew the damage output if you compensate the faster charge by messing with the base stats of the Voidray.

The average DPS also depends on the amount of HP a Voidray has to kill. When it has to kill an infinite amount of HP, obviously it's average DPS will approach the DPS of the charged state of the Voidray. If all Voidrays would have to kill an infinite amount of HP, there would be no reason for a re-balance since both versions would do the same amount of average DPS.
However, there is also an optimal amount of target HP that allows for a maximum advantage in DPS over the original Voidray. This is further complicated by the fact that there is a different optimal HP amount for armored and non-armored targets. Also note that if you lower the base stats on the Voidray, it will always do less damage if it faces enough units because, given enough time, a faster charge will have less influence on damage output.

Furthermore, if the charge is damage based and you encounter a target with armor upgrades, charging will take a lot longer. If you thought the current Voidray mechanics were weird, let me boggle your mind with the mechanics this 'fixed' Voidray will display: it will take longer to kill a Zealot with +3 armor and depleted shields, than it would to kill a +3 armor Zealot WITH shields.
The current Voidray is fully charged after 13 cycles, meaning that a damage based charge will need to do 78 damage to light units (13 cycles * 6 base damage) in order to charge up. If you apply this to the Zealot i mentioned, you will see that this 'fixed' Voidray will chew through the unupgraded shields and gather a charge much faster than it would when it attacks a Zealot with depleted shields. If you do the math, you'll see that the Zealot without shields will take 4 more shots to die. Now THAT's weird.


Long story short, you can fiddle with the cooldown or the attack values all you want but you're going to end up with a Voidray that has a different and skewed average DPS output and it isn't a minor difference. You would have to change the base stats of the Voidray (which will have an effect in all engagements) in order to solve a problem that is mostly theoretical.

Damaged based charge = bad.
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
Last Edited: 2012-05-06 23:01:37
May 06 2012 23:01 GMT
#136
Excellent post, Elp. Then I guess my previous suggestion is a lot better!
On May 07 2012 01:39 Darkomicron wrote:
I think the best solution is to create something like an energy bar that goes up to 15. Each time damage lands the void ray gets +1 energy. While not attacking, the energy will drain.
This will result in the void ray having to charge, not getting a buff, and also it fixes the whole upgrade issue, because it doesn't matter if the unit dies, as long as you keep attacking the void ray will eventually be charged. It also adds a nice little strategy for terrans or maybe even protoss to EMP/Feedback the void ray and make it lose it's charge.

That's what I've come up with though. I don't mind any different changes, I just want to see it fixed eventually :D
"Night will fall, and so will you"
lycan
Profile Joined February 2011
Netherlands67 Posts
May 06 2012 23:53 GMT
#137
instead of the damage increase, it should het a radius increase!
There is no substitution for hard work.
FairForever
Profile Joined February 2011
Canada2392 Posts
May 07 2012 00:36 GMT
#138
On May 07 2012 08:53 lycan wrote:
instead of the damage increase, it should het a radius increase!


and after ten seconds it kills everything on the whole map, right?
Goolpsy
Profile Joined November 2010
Denmark301 Posts
May 07 2012 03:39 GMT
#139
As for damage as charge-up, you could always use 'Pre-mitigation damage' and the armor problem is solved.

As for the expoential damage increase, think of it like this:

DPS for VR = %Of-time-Attacking-while-lvl1*BaseDmg + %Of-time-attacking-while-lvl2*Charged-upDmg

The funny thing is; if you try doing the math of how large a reduction in charge-up time you need to skew the DPS the wanted 5%, it's along the lines of 20% charge-up reduction per upgrade !! (The key thing is to identify how often it is attacking as lvl1 and how often it is attacking while charged up)
Crow!
Profile Joined September 2011
United States150 Posts
May 07 2012 04:05 GMT
#140
Void Rays are super bad in large battles regardless. Try finding how many stalkers it takes to remove 2 voids, then see how many it takes to remove 8. Then consider how Interceptors get killed by both of Protoss' late game spells, and then cry at how fail the toss air toolset is. Hopefully the new siege version of the Tempest will fix this.

The prismatic beam mechanic will essentially never trigger in the mid game or later. Basically, you should always expect void rays to have the weaker damage amount.

But really, you just shouldn't make void rays imo, unless you're up against a Zerg who has committed too hard to corrupter/broodlord. They're so much worse than Phoenixes, which are amazing enough to justify getting Stargates anyway and are good enough to avoid having to make the almost-as-fail-as-void-rays, the Stalker.
Prev 1 5 6 7 8 9 11 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 16m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
GuemChi 5171
Hyuk 958
Horang2 848
Pusan 245
Mind 82
910 50
Icarus 11
Bale 10
Last 0
Dota 2
NeuroSwarm186
League of Legends
JimRising 638
Counter-Strike
Coldzera 1595
Stewie2K653
m0e_tv404
Super Smash Bros
Mew2King89
Other Games
summit1g9175
C9.Mang0482
WinterStarcraft473
Sick276
monkeys_forever223
Organizations
Counter-Strike
PGL23878
StarCraft: Brood War
UltimateBattle 58
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH307
• practicex 38
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1069
• Stunt382
Upcoming Events
RSL Revival
3h 16m
Classic vs Solar
herO vs SHIN
OSC
6h 16m
Big Brain Bouts
9h 16m
sebesdes vs Iba
Percival vs YoungYakov
Reynor vs GgMaChine
Korean StarCraft League
20h 16m
RSL Revival
1d 3h
Clem vs Rogue
Bunny vs Lambo
IPSL
1d 9h
Dewalt vs nOmaD
Ret vs Cross
BSL
1d 12h
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
2 days
Cure vs herO
SHIN vs Maru
IPSL
2 days
Bonyth vs Napoleon
G5 vs JDConan
BSL
2 days
OyAji vs JDConan
DragOn vs TBD
[ Show More ]
Replay Cast
3 days
Monday Night Weeklies
3 days
Replay Cast
3 days
The PondCast
4 days
GSL
5 days
Replay Cast
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-05-13
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
Escore Tournament S2: W7
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.