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Grubby has recently (today) shared evidence for a 'weird' theory of his, namely, that Void Ray's do less damage in big battles if they are upgraded.
From his twitter:
"I've entertained a theory of mine for a while now, and I may have found evidence to support it. Do you agree with my experiment? In big fights, Void Rays may do less total damage if they're upgraded in attack.
120 1:0 Void Rays lose out to 126 0:0 VR's. Abt 20 0:0 VR's survive. Theory: "Why charge mechanic makes attack grades suck on VR's. Basically because an attack upgraded VR kills units sooner, they don't get a chance to charge up and ironically do less damage?"
Watch replay: http://drop.sc/171849
What do you guys think?
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Well..... he's right.. there's no discussion here. You didnt add any of your opinion so how can you expect us to?
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Depends on the unit. I'm sure there are some units which they manage to charge up before killing, against which they would benefit from the upgrades. If they can't charge up before killing though, then they won't benefit.
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Eh, discussion questions:
Do you think this is working as intended? Can we have a different mechanic for VRs? (Grubby suggested getting +dmg after kill)
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On May 05 2012 02:50 Yonnua wrote: Depends on the unit. I'm sure there are some units which they manage to charge up before killing, against which they would benefit from the upgrades. If they can't charge up before killing though, then they won't benefit.
If this effect comes into play with voidrays these units are probably Ultralisks, Battlecruisers and Carriers...
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Could a possible solution be for voidrays to hold their charge one second longer?
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On May 05 2012 02:51 Derrida wrote: Eh, discussion questions:
Do you think this is working as intended? Can we have a different mechanic for VRs? (Grubby suggested getting +dmg after kill)
that was in the beta and it was scrapped because it made the unit too hero-like. it also completely changes the niche of the VR from a killer of massive units to a T1 farmer.
tldr: shitty idea, in light of the VR's current role at least
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This doesn't show anything. First of all, 126 unupgraded void rays will kill 120 upgraded voidrays with left overs, as will 126 upgraded voidrays kill 120 upgraded voidrays. If you watch closely, the upgraded voidrays kill more unupgraded ones early in the battle. At the end of the battle, there are just about as many fully charged upgraded voidrays as there are unupgraded ones. Also, this is only one, poorly controlled experiment. There is an element of randomness to any battle. If severl voidrays from either side end up focussing on the voidrays from the other side, you get wacky results. Also, you can queue voidrays to attack and they won't lose their charge between changing targets even vs zerglings or marines. I honestly just think this is a matter of chance and numbers advantages outweighing one measly upgrade.
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Maybe the upgrade should not affect uncharged damage, but give a larger bonus to the charged damage. i.e. a +1 void should do 10=>20 instead of 11=>18.
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Grubby's solution is v warcraft 3 like i.e. giving void rays an XP mechanic. His observation is v cool but void rays are usually meant for targets that can't shoot back (colossi, brood lords), which are also targets that rays can charge up on.
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On May 05 2012 03:05 regulator_mk wrote: Maybe the upgrade should not affect uncharged damage, but give a larger bonus to the charged damage. i.e. a +1 void should do 10=>20 instead of 11=>18.
This is definitely what I would want. However, I don't exactly know why this is in Strategy >_> Someone send it Blizzard's way!
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The theory makes sense, however trying it in a unit tester, with even numbers attack moving into each other the 1 attack void rays always win though +1 armour seems to beat +1 attack. Also having more void rays than the opponent is better than a slight upgrade advantage but then that can be said of almost any unit.
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i think you need micro ... if you engange with uncharged voidrays you did something wrong anyway in a direct engagement. I go for them regularly and i upgrade them as well and i build warpgates via prism on the map to charge them pre battle. Though Mass voids is something i use in pvp mostly, as they deny mass colossus wars. But even if in battle uncharged, you simply targetfire with your voidrays, so they reach charge. Its a micro unit afterall. And even the slowest player can simply magic box move them into the opponent so they have different targets and a few will reach charge that way. (they attack everything in front on move command) And lategame battles usually take longer then a voidray charge time, and they make up for not targetfireing afterwards and you come out with less losses.
Bcs of BW are a good example, the one that targetfires will lose to the one who will spread the fire and reduces the overkill. While in sc2, this isn't the case for them anymore, Vikings actually need alot of targetfire micro and you can easily win with the lower viking count in tvt with proper target spreading.
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On May 05 2012 02:43 Derrida wrote:Grubby has recently (today) shared evidence for a 'weird' theory of his, namely, that Void Ray's do less damage in big battles if they are upgraded. From his twitter: "I've entertained a theory of mine for a while now, and I may have found evidence to support it. Do you agree with my experiment? In big fights, Void Rays may do less total damage if they're upgraded in attack. 120 1:0 Void Rays lose out to 126 0:0 VR's. Abt 20 0:0 VR's survive. Theory: "Why charge mechanic makes attack grades suck on VR's. Basically because an attack upgraded VR kills units sooner, they don't get a chance to charge up and ironically do less damage?" Watch replay: http://drop.sc/171849What do you guys think?
i knew that for a long time, the charge mechanic is broken since the dmg buff to the first phase and nerf to the lvl3, because units die way to fast to reach the second level. especially since they will be targeting something that other units target to, so they never can really charge 6s straight. The Charge mechanic needs to be fixed that it charges by every shot and not by lvls.
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The results are obviously true to the experiment, if someone proves this experiment to be flawless...then making a change to void rays probably wouldn't be a bad idea. I think the best way to do it, is to shorten the charge time of an upgraded void. Every +1 air attack upgrade decreases charge time slightly.
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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
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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?
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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
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Grubby thinking!
It would be nice if stargate units weren't useless for most of the game besides opening timing attacks against zerg.
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On May 05 2012 04:29 Infocus wrote: 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
thats actually a very neat idea.
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Why match up 126 vs 120? The upgrade costs 100-100 which isn't even the cost of a single Void Ray, so why do the unupgraded Void Rays get 6 extra on the side?
Furthermore, Void Rays can fully charge on each other whether or not they are 0:0 or have +1 attack, thus the premise of the theory isn't actually tested by the test. The premise is that when you upgrade a Void Ray it doesn't get a chance to charge up because of how fast it kills things, which means this should be tested against a lower HP unit to see if the Void Ray doesn't get a chance to charge up, thereby doing less damage in a large battle. Hydralisks might be a good choice here, but I'm not sure if Voids fully charge on them or not.
To prove this theory, Grubby needs to find a unit which the Void Ray kills right after fully charging, then test it with upgrades to see if it allows the Void to kill the unit before it fully charges, thus meaning it takes longer for the Void to fully charge, and thus down lower damage over time. Either way the Void Ray should charge sooner after changing targets, thus the benefit would be very situational and short lived.
And either way Grubby has no idea what he is talking about. I am actually shocked you guys are entertaining such a theory...
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Well it´s true but if I am in a fight I would choose the upgraded ones haha 
Greetings.
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I'm not exactly sure how 126 unupgraded VRs > 120 upgraded VRs can be called "evidence." If you're trying to prove air upgrades reduce overall damage at high numbers then wouldn't you use equal number of VRs on both sides? Also wouldn't it be better to use an amount of VRs that is actually possible to get in a real game?
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This would suggest that going air armor would be more effective then weapons.. hmm.
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whenever i've got more than 2 void rays i'm sittin there making sure they're not shooting the same thing. really ineffectual as for 5 seconds you either micro the rest of your junk or you're dealing with a bunch of chandeliers. not really sure what is to be done with it though, maybe add another level of the charge that can transfer over.. like not one that does more damage but one that keeps the previous charge so you don't drop off back to zero upon re-target. though this would make dealing with weird VR switches in pvp harder to deal with on the fly
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On May 05 2012 06:50 Alejandrisha wrote: whenever i've got more than 2 void rays i'm sittin there making sure they're not shooting the same thing. really ineffectual as for 5 seconds you either micro the rest of your junk or you're dealing with a bunch of chandeliers. not really sure what is to be done with it though, maybe add another level of the charge that can transfer over.. like not one that does more damage but one that keeps the previous charge so you don't drop off back to zero upon re-target. though this would make dealing with weird VR switches in pvp harder to deal with on the fly This cracked me up. Well, I guess this means that mass upgraded VRs isn't a legit strat..
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On May 05 2012 05:20 BronzeKnee wrote: Why match up 126 vs 120? The upgrade costs 100-100 which isn't even the cost of a single Void Ray, so why do the unupgraded Void Rays get 6 extra on the side?
Furthermore, Void Rays can fully charge on each other whether or not they are 0:0 or have +1 attack, thus the premise of the theory isn't actually tested by the test. The premise is that when you upgrade a Void Ray it doesn't get a chance to charge up because of how fast it kills things, which means this should be tested against a lower HP unit to see if the Void Ray doesn't get a chance to charge up, thereby doing less damage in a large battle. Hydralisks might be a good choice here, but I'm not sure if Voids fully charge on them or not.
To prove this theory, Grubby needs to find a unit which the Void Ray kills right after fully charging, then test it with upgrades to see if it allows the Void to kill the unit before it fully charges, thus meaning it takes longer for the Void to fully charge, and thus down lower damage over time. Either way the Void Ray should charge sooner after changing targets, thus the benefit would be very situational and short lived.
And either way Grubby has no idea what he is talking about. I am actually shocked you guys are entertaining such a theory...
Ehm the cost really isnt the point here... What do you think wins: 100 3/3 marines vs 200 0/0 marines.. But omg 200 marines is 5000 minerals - the 3/3 upgrade cost more.. Why they get so many??? If an upgrade was only worth its actual cost in ONE unit, there would be no reason to get it.
Furthermore, 120 voidrays will probably not attack 120 different voidrays on the other side, but will attack a lot of the same voids. That means the voidrays actually wont charge up coz they die too fast.. Ofc if you have 10k+ apm you can individually make everyone of your voids attack a different enemy voidray, but for the rest of us mortals we will have to make due with several voidrays attacking each other and thus not getting charged up.
Either way you have no idea what your talking about... Im actually shocked you are entertaining us with such a false theory.
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void rays charge by attacking for a set amount of seconds on one target, right?
they could change it so that instead of being like "attack for x seconds" to be it gaining points or whatever toward a charge, ie: 1% charge/.0333 seconds = 30% charge/1 second. void rays not attacking can have their charge degrade at a rate of 25%/second (to prevent potential abusive strategies) while not attacking and if they do not attack for 2ish seconds lose their charge completely regardless of what %
that way if they kill their target at 90% to full charge, then they will just be 90% to full charge instead of starting over from whatever stage is previous to that
perhaps you could have a penalty of an immediate 5% loss if you stop attacking (killing something or w/e) previous to the next stage of charging (maybe like 30%, 60%, 100%) so that it would be more difficult to charge on small things like zerglings so that the void ray wouldn't be too powerful with such a change. changing the degrade rate to something less harsh like 15-20% would help balance the two factors
it is rather annoying how having your void ray fleet be initially too powerful can hurt its effectiveness in the long term. maybe a mechanic like this could really help them out
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i think that the problem would be solved if the void ray stored its current charge as well as the progress to the next level of charge, instead of only holding the charge itself. m i rite? :D
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Reminds me that on phoenixes vs phoenixes +1 shield is better than +1 armor according to me amoving 5v5 and 10v10 phoenix battles for over 30times. Wtf is going on :D ? This one has more simpler explanation tho.
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On May 05 2012 06:53 Heh_ wrote:Show nested quote +On May 05 2012 06:50 Alejandrisha wrote: whenever i've got more than 2 void rays i'm sittin there making sure they're not shooting the same thing. really ineffectual as for 5 seconds you either micro the rest of your junk or you're dealing with a bunch of chandeliers. not really sure what is to be done with it though, maybe add another level of the charge that can transfer over.. like not one that does more damage but one that keeps the previous charge so you don't drop off back to zero upon re-target. though this would make dealing with weird VR switches in pvp harder to deal with on the fly This cracked me up. Well, I guess this means that mass upgraded VRs isn't a legit strat..
Yes it is! http://www.teamliquid.net/forum/viewmessage.php?topic_id=333403 
As for this thread, I wish charging was easier, I think it's a good feature in the game. In my opinion level 3 Void Rays seem too powerful and level 1 seems too weak. I make a lot of void Rays in PvZ and in Void Rays versus Corruptor battles of large numbers its pretty much impossible to find a way to micro and charge pre-battle, but the Void Rays will normally charge in battle while trading, and become extremely powerful.
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How about letting the VR charge up after a kill? Would fix it IMO.
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I have tested it and an upgrades void kills a hydra before it can charge up, while a non-upgraded void charge up just before killing the hydra, so against hydras it is better to not get the +1 upgrade. Didn't test it vs other units yet 
EDIT: after checking it a bit more, I saw that most of the time the voids will attack the same hydra, and so they wont charge up so fast. This will actually reward players with good enough micro to separate the targets of their attacks, I am not sure it is possible at the very start of the battle, but as it continues I trust the pro's will be able to do it
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i don't see how killing the unit sooner can possibly detrimental to your cause
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Like others have noted, this doesn't even test Grubby's hypothesis, and a way to test it would be to have 120 0-0-0 Void Rays vs. 120 1-0-0 Void Rays.
As for this...
Ehm the cost really isnt the point here... What do you think wins: 100 3/3 marines vs 200 0/0 marines.. But omg 200 marines is 5000 minerals - the 3/3 upgrade cost more.. Why they get so many??? If an upgrade was only worth its actual cost in ONE unit, there would be no reason to get it. ...the hypothesis has nothing to do with cost or equalizing cost by adding more Void Rays to the 0-0-0 side. The hypothesis is if Void Rays may do less total damage if they're upgraded in attack. . All we know from Grubby's experiment is that 120 1-0-0 VRs did less total damage than 126 0-0-0 VRs in one iteration.
We want to know (Grubby wants to know) if 120 1-0-0 VRs do less total damage than 120 0-0-0 VRs.
So from the evidence of this thread I know now that 50% of gamers are always wrong when they post in a forum...+ Show Spoiler +
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of course 126 0:0 VRs beat 120 1:0 VRs. having more shit than the other guy is how you win in RTS
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So, to summarize this thread: Grubby feels like there is not enough A-move potential in Void Rays right now
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I tested this against Probes and SCV's and found some funny stuff.
Voidrays will never charge up against Probes, but will charge up against SCV's due to the 5 extra hitpoints.
When you upgrade the Voidray weapon attack, it will also never charge against SCV's. I tested this against 16 SCV's, and the non-upgraded Voidray kills them about 5 seconds faster on about a run that lasted about 60 seconds in total. It's the difference between 7 attack (6+1) and 8 attack (0 upgrade with 2nd charge).
Looks like a solid theory.
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upgrade attack on VR's should lower the time to charge.
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On May 05 2012 06:56 mskaa wrote:Show nested quote +On May 05 2012 05:20 BronzeKnee wrote: Why match up 126 vs 120? The upgrade costs 100-100 which isn't even the cost of a single Void Ray, so why do the unupgraded Void Rays get 6 extra on the side? ... Ehm the cost really isnt the point here... What do you think wins: 100 3/3 marines vs 200 0/0 marines.. But omg 200 marines is 5000 minerals - the 3/3 upgrade cost more.. Why they get so many??? If an upgrade was only worth its actual cost in ONE unit, there would be no reason to get it. Either way you have no idea what your talking about... Im actually shocked you are entertaining us with such a false theory.
He means that it does not make sense to test 120 vs 126, since the 6 extra unupgraded is better to have than the upgrades. And so he is confused as to why Grubby had 126. And, one explanation he sees is that Grubby reasoned that the money that did not go to upgrades should go to extra void rays. But, as BK wrote, the upgrade cost does not even warrant one extra void ray, and so the rationale for the 6 extra is still a mystery.
On May 05 2012 06:56 mskaa wrote: Either way you have no idea what your talking about... Im actually shocked you are entertaining us with such a false theory.
Oops. Offensive gg but it turned out you were behind and lost.
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On May 05 2012 08:26 virgol wrote: So, to summarize this thread: Grubby feels like there is not enough A-move potential in Void Rays right now
No, there is not enough potential in Void Rays to be part of an army composition in big fights. As in, the unit gets obsolete too quickly. Just like Phoenices get obsolete, and Carriers are useless by any measuring stick. It means Protoss air has nary a valid position in any army.
The theorising I do is lighthearted and curious. As you could see, I was hypothesising and doing poor one-off experiments. I don't have time to do more... I just wanted to provoke some thought and was interested by the response 
Thank you for your part of the response. xd
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On May 05 2012 08:33 straycat wrote:Show nested quote +On May 05 2012 06:56 mskaa wrote:On May 05 2012 05:20 BronzeKnee wrote: Why match up 126 vs 120? The upgrade costs 100-100 which isn't even the cost of a single Void Ray, so why do the unupgraded Void Rays get 6 extra on the side? ... Ehm the cost really isnt the point here... What do you think wins: 100 3/3 marines vs 200 0/0 marines.. But omg 200 marines is 5000 minerals - the 3/3 upgrade cost more.. Why they get so many??? If an upgrade was only worth its actual cost in ONE unit, there would be no reason to get it. Either way you have no idea what your talking about... Im actually shocked you are entertaining us with such a false theory. He means that it does not make sense to test 120 vs 126, since the 6 extra unupgraded is better to have than the upgrades. And so he is confused as to why Grubby had 126. And, one explanation he sees is that Grubby reasoned that the money that did not go to upgrades should go to extra void rays. But, as BK wrote, the upgrade cost does not even warrant one extra void ray, and so the rationale for the 6 extra is still a mystery. Show nested quote +On May 05 2012 06:56 mskaa wrote: Either way you have no idea what your talking about... Im actually shocked you are entertaining us with such a false theory. Oops. Offensive gg but it turned out you were behind and lost.
The rationale for the 6 extra Void Rays is that with any other unit in the game, one single attack upgrade over such a huge sample size (with just about exactly a 5% different in unit count), would totally tilt the favor into the upgraded unit. What I meant to illustrate, though I did so poorly, is that the upgrade doesn't help VR enough, therefore there is insufficient late game potential to VR, unlike some other units.
If you don't believe me, try attackmoving 126 0:0 marines into 120 1:0 marines. Or 126 0:0 BC's into 120 1:0 BC's. Or 126 0:0 Roaches into 120 1:0 Roaches.
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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 )
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On May 05 2012 08:34 Grubby wrote:Show nested quote +On May 05 2012 08:26 virgol wrote: So, to summarize this thread: Grubby feels like there is not enough A-move potential in Void Rays right now
No, there is not enough potential in Void Rays to be part of an army composition in big fights. As in, the unit gets obsolete too quickly. Just like Phoenices get obsolete, and Carriers are useless by any measuring stick. It means Protoss air has nary a valid position in any army. The theorising I do is lighthearted and curious. As you could see, I was hypothesising and doing poor one-off experiments. I don't have time to do more... I just wanted to provoke some thought and was interested by the response  Thank you for your part of the response. xd
I tend to disagree a little. In PvZ, a really popular build going around from White-Ra, col.rsvp, and others is something like a voidray-carrier-HT-mothership-a few gateway units(normally archons for toilets or stalkers if they're going pure infestor corrupter). While using vortex to split the army up the mix of units make it very, very deadly and void rays seem to have a very good little spot in that army comp.
I think in some cases void-rays have their spot in big fights, mostly against zerg.
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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  )
This is super interesting.
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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  )
I tested this a little as well. If the voidray attacks probes, it will not charge at all. The voidray needs 7 hits to kill a probe (6 damage per hit, 40 HP. 7 hits = 42 damage).
The SCV has 45 HP, so the voidray requires 8 hits. This additional hit brings the voidray to charge level 2. He will stay charged for ~5 seconds. If you haven't attacked within that time, the charge falters. If you kill an additional SCV with another 8 hits, it will be fully charged. The voidray requires 8 hits in sequence to reach additional charges. With a speed of 0,6 per hit, that requires 5 seconds.
The charge of probes not carrying over perhaps has something to do with 'fazing'. Where charged voidrays could quickly change targets and deal tons of damage. I think you could also charge by quickly clicking between targets, however I'm not entirely sure about that. This was patched and fazing was removed from the game.
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On May 05 2012 08:33 straycat wrote:Show nested quote +On May 05 2012 06:56 mskaa wrote:On May 05 2012 05:20 BronzeKnee wrote: Why match up 126 vs 120? The upgrade costs 100-100 which isn't even the cost of a single Void Ray, so why do the unupgraded Void Rays get 6 extra on the side? ... Ehm the cost really isnt the point here... What do you think wins: 100 3/3 marines vs 200 0/0 marines.. But omg 200 marines is 5000 minerals - the 3/3 upgrade cost more.. Why they get so many??? If an upgrade was only worth its actual cost in ONE unit, there would be no reason to get it. Either way you have no idea what your talking about... Im actually shocked you are entertaining us with such a false theory. He means that it does not make sense to test 120 vs 126, since the 6 extra unupgraded is better to have than the upgrades. And so he is confused as to why Grubby had 126. And, one explanation he sees is that Grubby reasoned that the money that did not go to upgrades should go to extra void rays. But, as BK wrote, the upgrade cost does not even warrant one extra void ray, and so the rationale for the 6 extra is still a mystery.
Uhm, I think thats the problem.. In such huge numbers an upgrade should be worth many units.. I agree that to prove that +1 attack means less overall damage, it would have to be a fight in even numbers. However, this shows that a +1 upgrade for voids is mostly useless which ofc it shouldnt be (It probably changes against different unit comps, and with how many voids decide to attack the same target and so on. Basically it makes it very hard to know what will happen in a fight with a lot of voids, it punishes focusfire (if uncharged), and theres basically no way to micro it correctly unless you're a computer). Like Grubby already said earlier, try moving 126 with 0/0 of any unit against 120 of the same with +1 attack, and the upgraded should win every time. The bigger the numbers the more important the upgrades should be, however thats not the case with voids which is what I was getting at.
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Huh. Never really thought of that happening, but it's true.
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On May 05 2012 09:04 HansK wrote:Show nested quote +On May 05 2012 08:34 Grubby wrote:On May 05 2012 08:26 virgol wrote: So, to summarize this thread: Grubby feels like there is not enough A-move potential in Void Rays right now
No, there is not enough potential in Void Rays to be part of an army composition in big fights. As in, the unit gets obsolete too quickly. Just like Phoenices get obsolete, and Carriers are useless by any measuring stick. It means Protoss air has nary a valid position in any army. The theorising I do is lighthearted and curious. As you could see, I was hypothesising and doing poor one-off experiments. I don't have time to do more... I just wanted to provoke some thought and was interested by the response  Thank you for your part of the response. xd I tend to disagree a little. In PvZ, a really popular build going around from White-Ra, col.rsvp, and others is something like a voidray-carrier-HT-mothership-a few gateway units(normally archons for toilets or stalkers if they're going pure infestor corrupter). While using vortex to split the army up the mix of units make it very, very deadly and void rays seem to have a very good little spot in that army comp. I think in some cases void-rays have their spot in big fights, mostly against zerg. yup, and they normally charge against Corruptors, if you have enough.
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Interesting observation, but I don't see this as a design flaw. It's just an emergent property of their unusual attack dynamics. It may have some interesting consequences, e.g., players will need to spread VRs better or manually choose different targets to get the most out of them.
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He's absolutely correct. When the base damage of the VR was buffed, from 5 to 6 back in 1.1.2 it was a huge nerf. VRs no longer charged on a lot of things they used to, making them worthless in the early game. BUT, if the opponent gets an armor upgrade, VRs will charge like they used to, at least against unarmored units, mainly zerglings. Even against armored units, they charge better.
Protoss is a weird race. One that relies on splash damage a lot, because so many units are designed to prevent focus fire from being effective. (Zealots, sentry, templar, VR, phoenix, in most cases should not be focus fired. Stalkers, Collossus, and Carrier are the only units that you should always focus fire) Once VRs are charged, you can focus them again, but before that, the VRs are a liability, and them doing less damage until charged, so that they'll charge faster and more reliably, is exactly what you want.
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this is stupid. let's make the estimation, with such close numbers, that in average the first wave of attacks will kill half of the numbers of void rays you have if left uncontrolled (which means, randomly, 126 void rays will kill 63 void rays before they change their target). i do have the mathematical formula to actually calculate, in a probabilistic approach, how many void rays you can expect to kill , but i am quite convinced that my intuitive conjecture is the right one (if i had a way to actually check the real values...oh god.) so having this conjecture in mind, and assuming that grubby's conjecture is false, and just saying 1-0 has no effect over 0-0, let's run the numbers 1st wave : 120 vs 126, the 120 kill 60, the 126 kill 63 2nd wave : 57 vs 66, the 57 kill 29, the 66 kill 33 (let's be generous with our upgraded void rays) 3rd wave : 24 vs 37, the 24 kill 12, the 37 kill 18 4th wave : 6 vs 25, the 6 kill 3, the 25 kill..."12" 5th wave : 0 vs 22
now i know that the probabilities should be iterated at every wave and everything, but as a general way to convince yourself that 6 void rays makes a HUGE difference, i think this was pretty spot on.
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Stats:
Health of 126 0-0 voids: 31500 dps of 126 0-0 voids: 2100 (exact)
Health of 120 1-0 voids: 30000 dps of 120 1-0 voids: 2200 (exact)
death rate of 126 voids: 14.31 seconds (just straight 1-0 voids killing the 126) death rate of 120 voids: 14.285 seconds (just the straight 126 voids killing the 120)
I could implement the algorithm to show that with the death rate and such the 126 excel over the 120 1-0 do to sheer numbers. As such this is a bad test for grubby's theorem. While his idea is good in basis and may be true in actuallity with the test he used it is clearly not true. Which is sad because i am a huge grubby fan.
I recomment all you theory crafters out there actually crunch some numbers before just watching a replay, As it is clear with number crunching this out come can be expected.
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On May 05 2012 10:18 Toxi78 wrote: this is stupid. let's make the estimation, with such close numbers, that in average the first wave of attacks will kill half of the numbers of void rays you have if left uncontrolled (which means, randomly, 126 void rays will kill 63 void rays before they change their target). i do have the mathematical formula to actually calculate, in a probabilistic approach, how many void rays you can expect to kill , but i am quite convinced that my intuitive conjecture is the right one (if i had a way to actually check the real values...oh god.) so having this conjecture in mind, and assuming that grubby's conjecture is false, and just saying 1-0 has no effect over 0-0, let's run the numbers 1st wave : 120 vs 126, the 120 kill 60, the 126 kill 63 2nd wave : 57 vs 66, the 57 kill 29, the 66 kill 33 (let's be generous with our upgraded void rays) 3rd wave : 24 vs 37, the 24 kill 12, the 37 kill 18 4th wave : 6 vs 25, the 6 kill 3, the 25 kill..."12" 5th wave : 0 vs 22
now i know that the probabilities should be iterated at every wave and everything, but as a general way to convince yourself that 6 void rays makes a HUGE difference, i think this was pretty spot on.
^^^ My post just helps demonstrate the actuallity of your statment 
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I think that with such huge numbers, the unupgraded voidrays still do too much damage to actually charge. So then it's a simple matter of 7 damage versus 6 damage. In smaller numbers there might be a bigger difference. I conducted a small test myself where 10 voidrays with +1 focus fired on 10 voids without upgrades. The unupgraded voidrays were attack moved. The +1 voidrays could not charge up until the very end, whereas several unupgraded voids did charge. The unupgraded voidrays won with 3 left.
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On May 05 2012 06:56 mskaa wrote:Show nested quote +On May 05 2012 05:20 BronzeKnee wrote: Why match up 126 vs 120? The upgrade costs 100-100 which isn't even the cost of a single Void Ray, so why do the unupgraded Void Rays get 6 extra on the side?
Furthermore, Void Rays can fully charge on each other whether or not they are 0:0 or have +1 attack, thus the premise of the theory isn't actually tested by the test. The premise is that when you upgrade a Void Ray it doesn't get a chance to charge up because of how fast it kills things, which means this should be tested against a lower HP unit to see if the Void Ray doesn't get a chance to charge up, thereby doing less damage in a large battle. Hydralisks might be a good choice here, but I'm not sure if Voids fully charge on them or not.
To prove this theory, Grubby needs to find a unit which the Void Ray kills right after fully charging, then test it with upgrades to see if it allows the Void to kill the unit before it fully charges, thus meaning it takes longer for the Void to fully charge, and thus down lower damage over time. Either way the Void Ray should charge sooner after changing targets, thus the benefit would be very situational and short lived.
And either way Grubby has no idea what he is talking about. I am actually shocked you guys are entertaining such a theory... Ehm the cost really isnt the point here... What do you think wins: 100 3/3 marines vs 200 0/0 marines.. But omg 200 marines is 5000 minerals - the 3/3 upgrade cost more.. Why they get so many??? If an upgrade was only worth its actual cost in ONE unit, there would be no reason to get it. Furthermore, 120 voidrays will probably not attack 120 different voidrays on the other side, but will attack a lot of the same voids. That means the voidrays actually wont charge up coz they die too fast.. Ofc if you have 10k+ apm you can individually make everyone of your voids attack a different enemy voidray, but for the rest of us mortals we will have to make due with several voidrays attacking each other and thus not getting charged up. Either way you have no idea what your talking about... Im actually shocked you are entertaining us with such a false theory.
The whole idea was that Void Rays do less damage in big battles without the damage upgrade (read first line of OP). Not who wins in mass Void Ray battles. No where did I purpose any theory, I was simply stating the proper way to test the idea, and showing that the idea itself is very situational, and any bonus is very shorted live in most situations (when the +1 Voids do indeed charge, they'll easily surpass the damage output of the charged unupgraded Voids in a short amount of time).
Throwing massive amount of Void Rays at each other does nothing to test Grubby's idea. As I stated a single unupgraded Void Ray should be tested against a unit it kills right after fully charging, then test it again with +1 upgrade to see if the upgrade allows the Void Ray to kill the unit before it fully charges, thus meaning it takes longer for the Void to fully charge, and thus down lower damage over time. Either way the Void Ray should charge sooner after changing targets in big battles, thus the benefit would be very situational and short lived. So while in an extremely small set of cases Grubby is correct (and said circumstances would never be in big battles because the upgraded Void Rays would change targets and charge very quickly), if you were planning to get +1 attack for your Void Rays but are thinking of not getting it now because you think the Void Ray will actually do less damage, you are incorrect.
Now back again to mass Void Ray battle, even unupgraded Voids in tandem will easily focus down a +1 Void Ray before they have a chance to charge, thus both sides suffer from this, and both players would need the 10k+ apm you speak of in order to maximize damage. ACRcoldflame did the math a few posts above this one to simply show that the extra health and damage from the 6 Void Rays on one side overcomes the extra damage from the +1 on the other, and thus case closed. If there were any truth to Grubby's idea than 120 unupgraded Voids would beat 120 upgraded since they would charge faster, but that is not the case. The extra 6 Void Rays is like the extra bullet the magician has hiding in his teeth. It sure looks like he caught the bullet fired from his assistant's gun with his teeth (just like it looks like unupgraded Voids do more damage than upgraded Voids), but when you look at it closely, it is just smoke and mirrors.
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On May 05 2012 11:45 BronzeKnee wrote:Show nested quote +On May 05 2012 06:56 mskaa wrote:On May 05 2012 05:20 BronzeKnee wrote: Why match up 126 vs 120? The upgrade costs 100-100 which isn't even the cost of a single Void Ray, so why do the unupgraded Void Rays get 6 extra on the side?
Furthermore, Void Rays can fully charge on each other whether or not they are 0:0 or have +1 attack, thus the premise of the theory isn't actually tested by the test. The premise is that when you upgrade a Void Ray it doesn't get a chance to charge up because of how fast it kills things, which means this should be tested against a lower HP unit to see if the Void Ray doesn't get a chance to charge up, thereby doing less damage in a large battle. Hydralisks might be a good choice here, but I'm not sure if Voids fully charge on them or not.
To prove this theory, Grubby needs to find a unit which the Void Ray kills right after fully charging, then test it with upgrades to see if it allows the Void to kill the unit before it fully charges, thus meaning it takes longer for the Void to fully charge, and thus down lower damage over time. Either way the Void Ray should charge sooner after changing targets, thus the benefit would be very situational and short lived.
And either way Grubby has no idea what he is talking about. I am actually shocked you guys are entertaining such a theory... Ehm the cost really isnt the point here... What do you think wins: 100 3/3 marines vs 200 0/0 marines.. But omg 200 marines is 5000 minerals - the 3/3 upgrade cost more.. Why they get so many??? If an upgrade was only worth its actual cost in ONE unit, there would be no reason to get it. Furthermore, 120 voidrays will probably not attack 120 different voidrays on the other side, but will attack a lot of the same voids. That means the voidrays actually wont charge up coz they die too fast.. Ofc if you have 10k+ apm you can individually make everyone of your voids attack a different enemy voidray, but for the rest of us mortals we will have to make due with several voidrays attacking each other and thus not getting charged up. Either way you have no idea what your talking about... Im actually shocked you are entertaining us with such a false theory. The whole idea was that Void Rays do less damage in big battles without the damage upgrade (read first line of OP). Not who wins in mass Void Ray battles. No where did I purpose any theory, I was simply stating the proper way to test the idea, and showing that the idea itself is very situational, and any bonus is very shorted live in most situations (when the +1 Voids do indeed charge, they'll easily surpass the damage output of the charged unupgraded Voids in a short amount of time). Throwing massive amount of Void Rays at each other does nothing to test Grubby's idea. As I stated a single unupgraded Void Ray should be tested against a unit it kills right after fully charging, then test it again with +1 upgrade to see if the upgrade allows the Void Ray to kill the unit before it fully charges, thus meaning it takes longer for the Void to fully charge, and thus down lower damage over time. Either way the Void Ray should charge sooner after changing targets in big battles, thus the benefit would be very situational and short lived. So while in an extremely small set of cases Grubby is correct (and said circumstances would never be in big battles because the upgraded Void Rays would change targets and charge very quickly), if you were planning to get +1 attack for your Void Rays but are thinking of not getting it now because you think the Void Ray will actually do less damage, you are incorrect. Now back again to mass Void Ray battle, even unupgraded Voids in tandem will easily focus down a +1 Void Ray before they have a chance to charge, thus both sides suffer from this, and both players would need the 10k+ apm you speak of in order to maximize damage. Coldflame did the math a few posts above this one to simply show that the extra health and damage from the 6 Void Rays on one side overcomes the extra damage from the +1 on the other, and thus case closed. If there were any truth to Grubby's idea than 120 unupgraded Voids would beat 120 upgraded since they would charge faster, but that is not the case. The extra 6 Void Rays is like the extra bullet the magician has hiding in his teeth. It sure looks like he caught the bullet fired from his assistant's gun with his teeth, but when you look at it closely, it is just smoke and mirrors.
I get your point, that this doesnt prove that +1 attack is actually worse than no upgrades..
It does however tell something about how bad the attack upgrade is, because of the charge mechanic. 126 to 120 is only 5% more, and it doesnt even win!.. Wouldnt you agree that an upgrade should be worth more than that? To compare, a marine gets 16% increase in damage with +1, and yes, i know that is one of the highest scaling units. But still even a stalker gets a flat 10% (or 7ish% against armored) and they certainly dont scale well..
Voids do theoretically scale as well as marines, with around 16% dmg increase, but through its charging ability it somehow gets knocked down enough to lose against 5% more voids without the upgrade..
Along with that, it actually discourages micro, since messing with your voids means they could switch target and lose their building charge, and focusfiring can actually hurt you more than help you since you might miss your charging. Basically you have an unreliable unit that may or may not kill everything, and its not even up to your micro to determine it, but to what the AI decides to; attack first / which upgrades they and you have / what else is attacking that unit / and so on.
tldr; I get you'r point, grubby's little experiment doesnt prove what he was trying to prove. But voidrays are still messed up :D
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On May 05 2012 10:28 ACRcoldflame wrote: Stats:
Health of 126 0-0 voids: 31500 dps of 126 0-0 voids: 2100 (exact)
Health of 120 1-0 voids: 30000 dps of 120 1-0 voids: 2200 (exact)
death rate of 126 voids: 14.31 seconds (just straight 1-0 voids killing the 126) death rate of 120 voids: 14.285 seconds (just the straight 126 voids killing the 120)
I could implement the algorithm to show that with the death rate and such the 126 excel over the 120 1-0 do to sheer numbers. As such this is a bad test for grubby's theorem. While his idea is good in basis and may be true in actuallity with the test he used it is clearly not true. Which is sad because i am a huge grubby fan.
I recomment all you theory crafters out there actually crunch some numbers before just watching a replay, As it is clear with number crunching this out come can be expected.
This is true if each VR was shooting at only one VR. But I think the argument here is that, if a group of 1-0 VR's are attacking a single target (like they usually do in real combat), the target tends to die more quickly, and therefore the VR's are less likely to get charged. Then VR's switch target and attack another target, and again they might not get charged, and so on. Whereas a group of 0-0 VR's take more time for killing a single target, but are more likely to get charged. Therefore, their dps will be increased from the start of the fight. The mere difference of 6 VR's is not the real issue here.
I think the issue here is that, VRs effectiveness (hypothetically) significantly decrease as the damage output of the protoss army increases. In the end, 2 VRs in a 50 supply army might be doing significantly more damage (percent wise) than 4 VRs in a 100 supply army (for example).
Can your algorithm take this into account?
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doesnt anyone take into account that the smaller the number of the void rays, the better off they are? For example. in a 1v1 void ray fight, the upgraded one wins (more chance to charge up). As the number of void rays goes up, the chance of getting charge up decreases as units die quicker. What I'm trying to say is that 126 void rays is ridiculous, because the supply limit would allow this. Nor 100. 50 is probably a more accurate figure in a real situation (including 50 probes, that would be 200). Without probes, its 66. See how that works out.
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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)
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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.
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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.
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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
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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.
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United States501 Posts
Oh man, I actually thought someone posted of Grubby ON Void rays.
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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
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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.
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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.
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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.
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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.
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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..?
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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?
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"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?
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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.
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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.
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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?
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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
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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.
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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.
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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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Does this really require any change at all? Why can't you just use this information to figure out when/when not to get upgrades based on how the underlying mechanics work? Most players choose to get upgrades based on their usefulness... If it's not useful to upgrade void rays when massing them... then don't.
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On May 05 2012 19:50 freetgy wrote:Show nested quote +On May 05 2012 19:26 Elp wrote: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 I see what you mean now with the 2nd level. I did some more testing and came up with this: -Like you said it takes 7 attacks to get to the 2nd level, so the 8th shot is 2nd lvl. -Then it takes another 6 attacks to get to the 3rd level. (attacks: 8,9,10,11,12,13). So the 14th attack is level 3.
-However, when you switch target during lvl2, you get a penalty and it takes longer to get to lvl 3. --I tested this with Observers, Reapers and SCV's. Attacking SCV's reaches lvl 3 at the 17th shot, Observers at the 18th shot and Reapers at the 19th shot.
The penalty ranges from 3 to 5 attacks, I don't understand why there is a difference. Its probably related to left over damage, but attacking the Observer means the Voidray does full damage every attack (since 60 hp can be divided by 6 without left over) and it takes longer to charge then when it attacks SCV's which does include attacks that only do half damage. This part i havent figured out yet.
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On May 05 2012 22:38 Darkomicron wrote:Show nested quote +On May 05 2012 21:04 Baum wrote: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.
As I stated earlier there are few situations in which you would implement Void Rays into your main army composition and they have nothing to do with Void Rays not being able to charge up on lings or marines or other lower hp units. What you are proposing is horrendously overpowered. The way Void Rays work right now they don't scale well with upgrades we got that now but this is not a good reason for changing them in a way that would buff them immensely even without upgrades.
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Couldnt you charge the rays on something? Another solution would be to make charge dependent on how much damage the ray does, independent of time. This needs to be tested some more. For example, what if we have +3 vs +0. Does it matter then? What happens with 10 vrs? 20? What can be done to micro them what if they are attacking other targets? For which targets does this matter?
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Why not have the Voidray charge up based on damage dealt and not damage spent dealing it?
Small example against non-armored from lv1 to lv2 charge: + Show Spoiler ++0 Weapons 6hits*6dmg = 36 dmg => lv2 charge
+1 Weapons 6hits*7dmg = 42 dmg => lv2 charge
+3 Weapons 6hits*8dmg = 48 dmg => lv2 charge
Let's say you require 32 dmg before going to lv2: + Show Spoiler ++0 Weapons 6hits*6dmg = 36 dmg => lv2 charge
+1 Weapons 5hits*7dmg = 35 dmg => lv2 charge
+3 Weapons 4hits*8dmg = 32 dmg => lv2 charge
The numbers would require a lot of tweaking of course to avoid being outright OP, especially against armored and massive (could have a 2nd set of requirements but that might be too complicated for Blizzard).
Edit: Totally did not miss the post above me
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On May 05 2012 22:51 orBitual wrote: Does this really require any change at all? Why can't you just use this information to figure out when/when not to get upgrades based on how the underlying mechanics work? Most players choose to get upgrades based on their usefulness... If it's not useful to upgrade void rays when massing them... then don't.
Of course it requires change! If you want to play with air units as a protoss in the late game you will definitely need the upgrades for, for instance, carriers. Right now, it's nearly impossible to use void rays in an army. The only time you see them often is with stargate harass against zerg. Now, if you let the upgrades actually benefit the void ray, we might see some tactics involving blink stalkers and voidrays into a lategame composition that allows for carriers. One of the problem with carriers is that they are unupgraded when you build them. Fixing the upgrades for voidrays basically paves the way for new air strategies for protoss.
Also, it makes no sense that upgrades would make a unit worse. That solely should be a reason to 'fix' this.
On May 05 2012 23:13 Baum wrote:Show nested quote +On May 05 2012 22:38 Darkomicron wrote:On May 05 2012 21:04 Baum wrote: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. As I stated earlier there are few situations in which you would implement Void Rays into your main army composition and they have nothing to do with Void Rays not being able to charge up on lings or marines or other lower hp units. What you are proposing is horrendously overpowered. The way Void Rays work right now they don't scale well with upgrades we got that now but this is not a good reason for changing them in a way that would buff them immensely even without upgrades.
This is all about numbers. The void ray has to be balanced of course, but the mechanic of charging being changed has nothing to do with balance. Just like everything else in starcraft, it has to be tested and adjusted. Changing the mechanic will allow for upgrades to benefit the voidray, if he does too much damage because of easier charging, then reduce the charge damage a little. Problem solved! No reason not to use a different charging mechanic.
On May 05 2012 23:30 treekiller wrote: Couldnt you charge the rays on something?
Of course, but in many situations void rays can be powered in a battle. It's weird that if you upgrade your voidrays you will have to do more pre-battle micro and preparation to be able to use them.
----------- Another idea is to let the voidray get +1 damage per attack, with a maximum of +10. Of course, numbers need tweaking. Or give the voidray an energy bar 0->12 energy. Each time damage ticks it gets +1 energy. If it's out of combat the energy will drain. Make 12 energy fully charged, and 7 charge level 2.
The whole idea behind changing the way it charges up is to make sure the upgrade gives benefit instead of how it is right now.
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I agree that best solution is upgrade reducing charge time.
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On May 06 2012 00:06 Darkomicron wrote:Show nested quote +On May 05 2012 22:51 orBitual wrote: Does this really require any change at all? Why can't you just use this information to figure out when/when not to get upgrades based on how the underlying mechanics work? Most players choose to get upgrades based on their usefulness... If it's not useful to upgrade void rays when massing them... then don't. Of course it requires change! If you want to play with air units as a protoss in the late game you will definitely need the upgrades for, for instance, carriers. Right now, it's nearly impossible to use void rays in an army. The only time you see them often is with stargate harass against zerg. Now, if you let the upgrades actually benefit the void ray, we might see some tactics involving blink stalkers and voidrays into a lategame composition that allows for carriers. One of the problem with carriers is that they are unupgraded when you build them. Fixing the upgrades for voidrays basically paves the way for new air strategies for protoss. Also, it makes no sense that upgrades would make a unit worse. That solely should be a reason to 'fix' this. Show nested quote +On May 05 2012 23:13 Baum wrote:On May 05 2012 22:38 Darkomicron wrote:On May 05 2012 21:04 Baum wrote: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. As I stated earlier there are few situations in which you would implement Void Rays into your main army composition and they have nothing to do with Void Rays not being able to charge up on lings or marines or other lower hp units. What you are proposing is horrendously overpowered. The way Void Rays work right now they don't scale well with upgrades we got that now but this is not a good reason for changing them in a way that would buff them immensely even without upgrades. This is all about numbers. The void ray has to be balanced of course, but the mechanic of charging being changed has nothing to do with balance. Just like everything else in starcraft, it has to be tested and adjusted. Changing the mechanic will allow for upgrades to benefit the voidray, if he does too much damage because of easier charging, then reduce the charge damage a little. Problem solved! No reason not to use a different charging mechanic. Show nested quote +On May 05 2012 23:30 treekiller wrote: Couldnt you charge the rays on something?
Of course, but in many situations void rays can be powered in a battle. It's weird that if you upgrade your voidrays you will have to do more pre-battle micro and preparation to be able to use them. ----------- Another idea is to let the voidray get +1 damage per attack, with a maximum of +10. Of course, numbers need tweaking. Or give the voidray an energy bar 0->12 energy. Each time damage ticks it gets +1 energy. If it's out of combat the energy will drain. Make 12 energy fully charged, and 7 charge level 2. The whole idea behind changing the way it charges up is to make sure the upgrade gives benefit instead of how it is right now.
voids don't get worse with upgrades at all.. only massive amount of voids in this particular instance get potentially worse with an upgrade.. In any real game scenario voids with upgrades just do better. Voids are not something you want to mass anyway so the entire point is non-problematic
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Reducing charge time on VRs as an attack upgrade would make the attack upgrade impractical with lots of Phoenix, unless it upgraded attack for Phoenix and the charge time for VRs. Do-able.
I mean, this is true....very interesting and very funny, to be frank.
I think VRs are meant to be Capital-killers, though. It's not a design flaw by Blizz, because if they attack what they are meant to attack (Ultras, BCs, Thors, etc.) then they will have time to charge up and will do more damage for it.
Also this experiment neglects armor or shield upgrades. So, assuming your opponent is scaling with you on upgrades, it should work out to your advantage to get upgrades.
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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.
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vrs are nice in design but in practice the design fails
they should be able to charge up regardless of switching targets, so that you always have +x dmg y secs into the fight thats how it should be right from the beginnig
and something the designers forgot: you want to focus fire - read: youll never be able to charge up when focusing fire if you have more than z vrs
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I don't get what the problem is here....If people actually wanted to do air toss and use voidrays it should be simple for blizzard to balance.
Right now the voidray takes a certain amount of time to charge....let's say it takes 6 seconds i'm not exactly sure the exact time. And the voidray does idk 12 dmg to armored? This is just an example so lets say it does 12 dmg to armored. Therefore instead of having it charge on time instead why don't we do it based on damage?
does 12 dmg to armored and takes 6 seconds to charge = Lets say by the time it gets charged it does around 80 dmg. Instead of having it take 6 seconds to charge why don't we just make it so once it does 80 dmg it gets fully charged. That way with +1 air it charges faster.
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On May 06 2012 01:24 Elp wrote:Show nested quote +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.
On May 06 2012 00:56 Markwerf wrote:Show nested quote +On May 06 2012 00:06 Darkomicron wrote:On May 05 2012 22:51 orBitual wrote: Does this really require any change at all? Why can't you just use this information to figure out when/when not to get upgrades based on how the underlying mechanics work? Most players choose to get upgrades based on their usefulness... If it's not useful to upgrade void rays when massing them... then don't. Of course it requires change! If you want to play with air units as a protoss in the late game you will definitely need the upgrades for, for instance, carriers. Right now, it's nearly impossible to use void rays in an army. The only time you see them often is with stargate harass against zerg. Now, if you let the upgrades actually benefit the void ray, we might see some tactics involving blink stalkers and voidrays into a lategame composition that allows for carriers. One of the problem with carriers is that they are unupgraded when you build them. Fixing the upgrades for voidrays basically paves the way for new air strategies for protoss. Also, it makes no sense that upgrades would make a unit worse. That solely should be a reason to 'fix' this. On May 05 2012 23:13 Baum wrote:On May 05 2012 22:38 Darkomicron wrote:On May 05 2012 21:04 Baum wrote: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. As I stated earlier there are few situations in which you would implement Void Rays into your main army composition and they have nothing to do with Void Rays not being able to charge up on lings or marines or other lower hp units. What you are proposing is horrendously overpowered. The way Void Rays work right now they don't scale well with upgrades we got that now but this is not a good reason for changing them in a way that would buff them immensely even without upgrades. This is all about numbers. The void ray has to be balanced of course, but the mechanic of charging being changed has nothing to do with balance. Just like everything else in starcraft, it has to be tested and adjusted. Changing the mechanic will allow for upgrades to benefit the voidray, if he does too much damage because of easier charging, then reduce the charge damage a little. Problem solved! No reason not to use a different charging mechanic. On May 05 2012 23:30 treekiller wrote: Couldnt you charge the rays on something?
Of course, but in many situations void rays can be powered in a battle. It's weird that if you upgrade your voidrays you will have to do more pre-battle micro and preparation to be able to use them. ----------- Another idea is to let the voidray get +1 damage per attack, with a maximum of +10. Of course, numbers need tweaking. Or give the voidray an energy bar 0->12 energy. Each time damage ticks it gets +1 energy. If it's out of combat the energy will drain. Make 12 energy fully charged, and 7 charge level 2. The whole idea behind changing the way it charges up is to make sure the upgrade gives benefit instead of how it is right now. voids don't get worse with upgrades at all.. only massive amount of voids in this particular instance get potentially worse with an upgrade.. In any real game scenario voids with upgrades just do better. Voids are not something you want to mass anyway so the entire point is non-problematic
Please read my post on the previous page regarding charge levels with void rays on units. I took 1 and 2 void rays. It demonstrates that it does in fact have a negative effect. Even against an ultralisk, if you have 7 voidrays with +1 focus firing on ultras, they will not charge.
Why not mass voids? Because protoss air is not really worth it right now --> if the upgrades work better, you can incorporate it into builds, see my previous post regarding carrier use.
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This point applies to increasing numbers of voidrays as well as to increasingly upgraded voidrays. It can actually be worse to have a higher number because it reduces the probability of any one of the VRs getting charged.
Useful mathematical modelling of this is quite difficult because it depends on exactly what the VRs are attacking and the clustering of VRs. One mitigating factor is that upgrades will improve damage output of the VR cluster for the uncharged period and this period might be where most of the damage occurs in many secenarios so the overall effect on damage output would could be positive.
It might be worth playing around with if you wanted to know, for example, how many VRs from a VR cluster to focus on a Thor in order to get charged. How many for a supply depot etc at different upgrade levels.
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On May 05 2012 12:21 mskaa wrote: It does however tell something about how bad the attack upgrade is, because of the charge mechanic. 126 to 120 is only 5% more, and it doesnt even win!.. Wouldnt you agree that an upgrade should be worth more than that?
No I do not agree. I have a strong feeling that if you had 126 BC's with no upgrades vs 120 with a +1 attack, the 126 still win. I in fact guarantee the win with Yatamoto Cannon, and it is likely they win even without it. It is the nature of expensive powerful units. Having more of them is generally better than having upgrades.
How many times I have done a 2 base Colossus all-in vs Terran when they have 2-1 and I have 2 with 0-0 Colossus and I still win? Again the nature of expensive powerful units.
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On May 06 2012 02:20 BronzeKnee wrote:Show nested quote +On May 05 2012 12:21 mskaa wrote: It does however tell something about how bad the attack upgrade is, because of the charge mechanic. 126 to 120 is only 5% more, and it doesnt even win!.. Wouldnt you agree that an upgrade should be worth more than that?
No I do not agree. I have a strong feeling that if you had 126 BC's with no upgrades vs 120 with a +1 attack, the 126 still win. I in fact guarantee the win with Yatamoto Cannon, and it is likely they win even without it. It is the nature of expensive powerful units. Having more of them is generally better than having upgrades. How many times I have done a 2 base Colossus all-in vs Terran when they have 2-1 and I have 2 with 0-0 Colossus and I still win? Again the nature of expensive powerful units.
Of course you can win without upgrades if you have colossi against pure MMM. Colossi just are great dealing with MMM, but the terran certainly has a huge advantage if he has a concave or spread out units. Your example is not very good.
Also, I don't like going offtopic, but here's 126 BC vs 120 BC with +1 for you: http://drop.sc/172262
42 BC's with +1 left. Upgrades make, and should make, a HUGE difference.
That's the problem with voids, upgrades have a negative effect sometimes, which is silly.
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On May 06 2012 02:05 Darkomicron wrote:Show nested quote +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.
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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)
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On May 06 2012 02:37 Darkomicron wrote:Show nested quote +On May 06 2012 02:20 BronzeKnee wrote:On May 05 2012 12:21 mskaa wrote: It does however tell something about how bad the attack upgrade is, because of the charge mechanic. 126 to 120 is only 5% more, and it doesnt even win!.. Wouldnt you agree that an upgrade should be worth more than that?
No I do not agree. I have a strong feeling that if you had 126 BC's with no upgrades vs 120 with a +1 attack, the 126 still win. I in fact guarantee the win with Yatamoto Cannon, and it is likely they win even without it. It is the nature of expensive powerful units. Having more of them is generally better than having upgrades. How many times I have done a 2 base Colossus all-in vs Terran when they have 2-1 and I have 2 with 0-0 Colossus and I still win? Again the nature of expensive powerful units. Of course you can win without upgrades if you have colossi against pure MMM. Colossi just are great dealing with MMM, but the terran certainly has a huge advantage if he has a concave or spread out units. Your example is not very good. Also, I don't like going offtopic, but here's 126 BC vs 120 BC with +1 for you: http://drop.sc/17226242 BC's with +1 left. Upgrades make, and should make, a HUGE difference. That's the problem with voids, upgrades have a negative effect sometimes, which is silly.
I assume that was without Yatamoto?
I understand that there are situations where having no upgrade is better than +1, but those situations will be few and far between.
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On May 06 2012 02:44 Elp wrote:Show nested quote +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.
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.
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Edit: Forgot voids were armoured, messed up data
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The better upgrades you have, the faster you charge?
Also: Make the the damage increase exponentially every time a Void ray shoots. + Show Spoiler +
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reduce charge time sounds reasonable. atm protoss air is not used very much.
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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.
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United Arab Emirates439 Posts
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.
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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.
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Why not have voidrays get 3 atack phases, like in the beta?
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wouldnt it make sense to just upgrade the armor instead of the attack then?
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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.
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nobodys gonna upgrade shields lol. such a expensive and not very useful upgrade.
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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?).
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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.
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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
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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
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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.
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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.
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Haha what a great find, we all knew VRs were generally worthless, here's another discussion point on that
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Emm, 120 Voids... More than 200 supply anyways! Have you tried a realistic number, like 10? ._.
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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.
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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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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).
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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.
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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..
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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.
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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.
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Thought the same thing about a week ago. imo with each attack upgrade the VRs should also charge faster
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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 ).
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Definitely an interesting way of seeing it, hadn't thought of it like that. Not that it will ever matter, but still
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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 ).
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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.
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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.
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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
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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!
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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.
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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.
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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
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instead of the damage increase, it should het a radius increase!
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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?
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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)
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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.
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On May 07 2012 12:39 Goolpsy wrote: 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)
If by 'Pre-mitigation damage', you mean the damage it does while ignoring armor and weapon upgrades (basically use base damage), you have just described the mechanics of the original Voidray If the threshold is at 78 damage for light units, and you ignore all upgrades, you will always get 78/6=13. 13 attacks, just like the current Voidray
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On May 05 2012 03:04 theBOOCH wrote: This doesn't show anything. First of all, 126 unupgraded void rays will kill 120 upgraded voidrays with left overs, as will 126 upgraded voidrays kill 120 upgraded voidrays. If you watch closely, the upgraded voidrays kill more unupgraded ones early in the battle. At the end of the battle, there are just about as many fully charged upgraded voidrays as there are unupgraded ones. Also, this is only one, poorly controlled experiment. There is an element of randomness to any battle. If severl voidrays from either side end up focussing on the voidrays from the other side, you get wacky results. Also, you can queue voidrays to attack and they won't lose their charge between changing targets even vs zerglings or marines. I honestly just think this is a matter of chance and numbers advantages outweighing one measly upgrade. one poorly contolled experiment lol. What about slightly upgraded void rays?
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I think there's a point to be made with the test either way:
Either, Unupgraded Void Rays do MORE damage than Upgraded ones on certain units
Or, Upgrading void rays is essentially worthless because an upgrade can't even offset 6 additional voidrays out of 126.
Is there any other unit in the game, which, if you have 126(+0) vs 120(+1) that the 120 doesn't win handily?
That said, this is actually really easy to Theorycraft. Think about it. Could there be a situation where a +1 Void ray would kill a unit too quickly for it to charge up. I'd say, yes, there obviously could be a certain amount of HP where a +1 Void Ray kills it too quickly and doesn't charge, therefore lowering its damage on the next target.
I don't think that is deniable, so the testing is really just to find the extent to which the void ray is affected in-game.
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I did a whole bunch of tests with numbers from 20-50, with the +1 attack group always having one less number (to account for the cost of the upgrade) and the +1 attack group won EVERY SINGLE TIME. Now perhaps void rays don't get as much of a boost from attack upgrades in some circumstances as other units (as I'm sure 120 +1 marines beat 126 normal marines easily, for example), but in all of my testing +1 attack makes void rays better. Every, single, time.
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I don't understand, do attack upgrades not carry over to the charged phase of the ray?
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No, the void ray with +1 damage sometimes kills units too fast, making him unable to charge. See my post on page 4. The unupgraded void ray does less damage, getting more hits, which will then be able to charge.
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To boil down the hypothesis of the argument:
Getting your Voidrays Charged is more important than getting your Voidrays Upgraded.
In theory the voidray charge mechanic is a cool idea, but in practice it just doesn't work for a number of reasons.
1. The more voidrays you have, the more difficult it is to charge them. Microing 3-6 voidrays to charge is easy, microing 15+ to charge is extremely difficult.
2. A voidray requires significant charging time on a single unit to charge. However, it is extremely rare for only 1 unit to be attacking 1 unit. A voidray in your army could charge against a hydra, but if a single other unit attacks it, the voidray does not fully charge up anymore. This makes voidrays not very good to include as part of your army composition. Your army will keep the voidray from charging and being as effective as it could be, meaning other options will be more effective to actually include in your army. If a voidray is part of your army, everything dies too fast for the charge to be of use.
The mechanic is interesting, and definately difficult to balance. For instance, the fact that a lvl2 charge still exists that doesn't do extra damage is interesting. A Voidray can charge on 2 scvs, but not 2 probes. However this can also make upgraded voidrays worse in some situations and better in others. A voidray could normally fully charge on a hydra, but if it is upgraded, it charges only to lvl 2 and not lvl 3. This would make a voidray spend far more time in its uncharged state than it's charged one; if the battle lasts long enough and the upgraded voidray spends enough time in charged mode, than it will have done more damage than if it was upgraded. In a short battle though, the voidray will not have spent a lot of time in charged mode to make up for the lost charging time (which makes the voidray stay uncharged longer), and will actually do worse than an unupgraded voidray.
Unfortunately I have to leave, otherwise I'd likely write a giant wall of text, but TL:DR this is not as simple of a mechanic as people make it out to be.
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On May 07 2012 22:48 Darkomicron wrote: No, the void ray with +1 damage sometimes kills units too fast, making him unable to charge. See my post on page 4. The unupgraded void ray does less damage, getting more hits, which will then be able to charge.
No I understood grubby's thesis, but I don't understand how the upgrade scales the void rays charge mechanic i.e if it goes from 6 to 8 (+2) to 7 to 10 (+3) etc.
The peculiarity seems restricted to scvs, probes and the like, once charged this cannot matter. The other lesson is that there might be an optimal number of void rays to make to snipe colossi and the like, just enough to permit all of them to charge while focus firing.
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When the battle is still larger, where unupgraded voidrays are killing without charge, then upgrades win out. There is a window where unupgrades will build a charge, and upgrades won't. Depends on army size, health of units. Voidrays have alot of health, so not the best example. And units dying at the hands of gateway units; whether their ground weapons are responsible for inhibiting charge must also be considered.
But if we're talking large battles which end quickly, the charge damage occurs toward the end of the battle, where damage at the beginning of the battle counts for more since it has the exponential effect of killing units off which reduces damage received over a longer period of time. This is increasingly true for lower health units, as charge takes longer and the battle is decided earlier.
And the reduction in charges will not be so great on account of only weapon upgrades; depends more on unit count and on how the unit composition focus fires. Focus fire is probably the greatest place to examine for increasing charge. Separating voids into a flank will help with this problem.
Voidray vs voidray is probably one of the most complimentary examples for demonstrating this mechanic as true. Real examples of army matchups will be much less favorable, as there are smaller units whose deaths result in great loss of damage output; not the same as in void vs void where charge is the deciding factor for both ends.
So in real game I think upgrades are much better.
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Sample size too small.
But really, I can bet running 120 unupgraded VRs vs 126 unupgraded VRs can also produce this kind of results in favor of one or the other side, depending on early causalities. Since VRs damage is so variable I'm not too suprised this is also happening with 1/0 VRs.
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@chebhe
Overall it's clear that upgrades are better. Against most units upgraded void rays will still be able to charge. But it's about those cases that a +1 actually makes them worse. I think that should not be. It makes no sense that a general +1 upgrade makes a unit worse. That's never the case for any other unit.
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I think that maybe if Void Rays just lost, say, 2 charges when they switched targets it might solve the problem.
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I think it just adds another dimension to voidray micro, don't focus down units, split your voidrays' attacks amongst many units in an attempt to have as many charge up as quickly as possible 
EDIT: I know this will never happen... but what if they made Voidrays do level 3 charge damage for only the first click of damage or two and then had them "overheat"? It would add a different dimmension to the micro, making sure the Voidrays LOST their "Full power charge" in the first place instead of GETTING a charge during the battle? It would also make voidrays make more sense during battle...
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I think it would be nice if Void Rays actually worked as the pre-game tip says: the Void Ray does more damage the longer it remains in combat. Let the charge build up and fall off gradually rather than having it be so binary.
At present, trying to get your void rays charged in any medium or larger sized battle requires anti-focusing their fire, which means losing the battle horribly.
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A unit getting WEAKER with upgrades is completely unacceptable. The Void Ray's mechanics need to be reworked.
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grubby is always right 
but noone actually uses mass voidrays anyways so it doesn't really matter
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On May 08 2012 05:38 sVnteen wrote:grubby is always right  but noone actually uses mass voidrays anyways so it doesn't really matter
Why does nobody use mass void rays? Because they're not good enough Why are they not good enough? Because of bugs like this. Why aren't bugs like this fixed? Because nobody uses void rays? That doesn't make sense :D
Also, http://www.teamliquid.net/forum/viewmessage.php?topic_id=333403¤tpage=12#233. He uses mass voids.
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On May 08 2012 05:38 sVnteen wrote:grubby is always right  but noone actually uses mass voidrays anyways so it doesn't really matter
Why does nobody use mass void rays? Because they're not good enough Why are they not good enough? Because of bugs like this. Why aren't bugs like this fixed? Because nobody uses void rays? That doesn't make sense :D
Also, http://www.teamliquid.net/forum/viewmessage.php?topic_id=333403¤tpage=1#1. He uses mass voids.
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So is it safe to assume that getting +1 voids in pvz wouldn't add to my cause huh?
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I also like the charge based on damage.
This would be a buff to voids as it would essentially be making charge time decrease with each air upgrade, although the decrease in charge time could be upset by armor upgrades from the other side (as they reduce damage taken).
The other issue is that it would mean voids charged even faster, and were thus even better, against massive units where they have the 30% increased damage or whatever it is.
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On May 07 2012 17:26 Elp wrote:Show nested quote +On May 07 2012 12:39 Goolpsy wrote: 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)
If by 'Pre-mitigation damage', you mean the damage it does while ignoring armor and weapon upgrades (basically use base damage), you have just described the mechanics of the original Voidray  If the threshold is at 78 damage for light units, and you ignore all upgrades, you will always get 78/6=13. 13 attacks, just like the current Voidray 
If we place the threshold as 36 dmg (6 attacks of 6 dmg) and the VR then gets +1, it would reach 36 dmg after 5,1 attacks (If you round up this number, the difference won't set in, till +2 VR - at 4,5 attacks)
Hence it is NOT the same as the current VR mechanics (Pre-mitigation dmg just means that the armor of the defending unit won't be a factor, so their upgrades won't change the charge-up time)
A further note on dmg thresholds: If it includes ekstra dmg to armored and/or massive, you might actually have a mechanic were VR's charge faster on Armored units etc. - which wouldn't be a problem through balance, but only add to the VR Flavor.
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On May 08 2012 08:59 Goolpsy wrote:Show nested quote +On May 07 2012 17:26 Elp wrote:On May 07 2012 12:39 Goolpsy wrote: 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)
If by 'Pre-mitigation damage', you mean the damage it does while ignoring armor and weapon upgrades (basically use base damage), you have just described the mechanics of the original Voidray  If the threshold is at 78 damage for light units, and you ignore all upgrades, you will always get 78/6=13. 13 attacks, just like the current Voidray  If we place the threshold as 36 dmg (6 attacks of 6 dmg) and the VR then gets +1, it would reach 36 dmg after 5,1 attacks (If you round up this number, the difference won't set in, till +2 VR - at 4,5 attacks) Hence it is NOT the same as the current VR mechanics (Pre-mitigation dmg just means that the armor of the defending unit won't be a factor, so their upgrades won't change the charge-up time) A further note on dmg thresholds: If it includes ekstra dmg to armored and/or massive, you might actually have a mechanic were VR's charge faster on Armored units etc. - which wouldn't be a problem through balance, but only add to the VR Flavor. Well, the threshold isn't at 36, it's at 78 (non-armored units). That's not a threshold i suggested, that's just how it is.
Also, if you exclude armor as a factor, you must also exclude weapon upgrades as a factor. If you exclude only armor levels, the Voidray will get an unfair upgrade advantage. Excluding both armor and weapon upgrades means that you will always have to use base damage, and since that is a static number and so is the damage threshold you'll always end up with the same number of attacks:13. So yeah, that is just like the current Voidray mechanics.
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The point of the change was to make sure the VRs charge alittle faster when they get their upgrades, hence you cannot exclude the weapon upgrades.
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On May 08 2012 21:11 Goolpsy wrote: The point of the change was to make sure the VRs charge alittle faster when they get their upgrades, hence you cannot exclude the weapon upgrades. The point of the discussion was how to make it NOT charge slower when upgraded. That isn't the same as how to make it charge faster.
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Guys, basing the charge on damage doesn't change anything. There will still be a threshold where the void ray gets an upgrade and kills the unit before it finishes charging.
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One simple fact is ignored here - VRs were designed to kill big targets, targets with a lot of HP. From this very basic idea comes that the are not quite effective versus small targets, that they cannot get charged upon. There is no need to change anything on them.
Also on Grubbys experiment - there is a random factor in the battle. Also of course that the +1 Weapons upgrade will kill units faster. But if the VR is used against a large unit, even if the VR has +3, he will still charge up and fulfil his goal.
The result might also come from the VRs themselves. The total HP of a VR might be just at the border between being charged after killing the other VR and not being charged (in case of +1W, just a few HP less than needed to charge up).
Anyway there are more important things in the game to take care of, than making these small calculations.
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On May 08 2012 22:02 ckolev wrote: One simple fact is ignored here - VRs were designed to kill big targets, targets with a lot of HP. From this very basic idea comes that the are not quite effective versus small targets, that they cannot get charged upon. There is no need to change anything on them.
Also on Grubbys experiment - there is a random factor in the battle. Also of course that the +1 Weapons upgrade will kill units faster. But if the VR is used against a large unit, even if the VR has +3, he will still charge up and fulfil his goal.
The result might also come from the VRs themselves. The total HP of a VR might be just at the border between being charged after killing the other VR and not being charged (in case of +1W, just a few HP less than needed to charge up).
Anyway there are more important things in the game to take care of, than making these small calculations.
The argument that VRs are meant to kill big things is moot. If one is fighting a colossus that has been damaged to the appropriate amount of hit points, the VR kills it before it charges and does less damage to the next colossus.
The point is that nothing else in the game has any scenario where it does less damage with more upgrades.
Grubby's experiment is essentially meaningless (no offense Grubby). But what he did do, is point out a fact. And it is a fact. There is a threshold of HP where a VR will kill a unit too quickly with upgrades. The question is only how often this happens in a game scenario.
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On May 08 2012 22:09 Felnarion wrote:Show nested quote +On May 08 2012 22:02 ckolev wrote: One simple fact is ignored here - VRs were designed to kill big targets, targets with a lot of HP. From this very basic idea comes that the are not quite effective versus small targets, that they cannot get charged upon. There is no need to change anything on them.
Also on Grubbys experiment - there is a random factor in the battle. Also of course that the +1 Weapons upgrade will kill units faster. But if the VR is used against a large unit, even if the VR has +3, he will still charge up and fulfil his goal.
The result might also come from the VRs themselves. The total HP of a VR might be just at the border between being charged after killing the other VR and not being charged (in case of +1W, just a few HP less than needed to charge up).
Anyway there are more important things in the game to take care of, than making these small calculations. The argument that VRs are meant to kill big things is moot. If one is fighting a colossus that has been damaged to the appropriate amount of hit points, the VR kills it before it charges and does less damage to the next colossus. The point is that nothing else in the game has any scenario where it does less damage with more upgrades.
OK what kills a Hatch/CC/Nexus faster - upgraded VR or non-upgarded VR???
There is no other unit in SC2 who's damage scales like the VR. He is unique and misusing it does not mean it needs to be changed.
Also is the VR better against other VRs or Carriers???
The fact that the VR is designed to kill big (massive) units is I think unquestionable.
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Grubby's experiment is essentially meaningless (no offense Grubby). But what he did do, is point out a fact. And it is a fact. There is a threshold of HP where a VR will kill a unit too quickly with upgrades. The question is only how often this happens in a game scenario.
Totally agree. I'm only saying that if it kills units faster even if it doesn't charge, than its still good - you kill units faster (I can't believe there is a discussion on "Units kills other units too fast").
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On May 08 2012 22:11 ckolev wrote:Show nested quote +On May 08 2012 22:09 Felnarion wrote:On May 08 2012 22:02 ckolev wrote: One simple fact is ignored here - VRs were designed to kill big targets, targets with a lot of HP. From this very basic idea comes that the are not quite effective versus small targets, that they cannot get charged upon. There is no need to change anything on them.
Also on Grubbys experiment - there is a random factor in the battle. Also of course that the +1 Weapons upgrade will kill units faster. But if the VR is used against a large unit, even if the VR has +3, he will still charge up and fulfil his goal.
The result might also come from the VRs themselves. The total HP of a VR might be just at the border between being charged after killing the other VR and not being charged (in case of +1W, just a few HP less than needed to charge up).
Anyway there are more important things in the game to take care of, than making these small calculations. The argument that VRs are meant to kill big things is moot. If one is fighting a colossus that has been damaged to the appropriate amount of hit points, the VR kills it before it charges and does less damage to the next colossus. The point is that nothing else in the game has any scenario where it does less damage with more upgrades. OK what kills a Hatch/CC/Nexus faster - upgraded VR or non-upgarded VR??? There is no other unit in SC2 who's damage scales like the VR. He is unique and misusing it does not mean it needs to be changed. Also is the VR better against other VRs or Carriers??? The fact that the VR is designed to kill big (massive) units is I think unquestionable.
It's not about the fact that a void ray is designed to take out big targets. It's about the fact that a +1 damage upgrade on a void ray can sometimes lead to damage reduction because it takes out a target before getting charged. If an unupgraded void ray would've attacked it would've gotten a charge and therefore dealt more damage.
As said earlier. If there are 3 colossi with low HP, an unupgraded voidray could charge and kill them faster than an upgraded voidray that does not get charged. This applies to units like marines and scvs without any damage as well.
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On May 08 2012 22:17 ckolev wrote:Show nested quote +Grubby's experiment is essentially meaningless (no offense Grubby). But what he did do, is point out a fact. And it is a fact. There is a threshold of HP where a VR will kill a unit too quickly with upgrades. The question is only how often this happens in a game scenario. Totally agree. I'm only saying that if it kills units faster even if it doesn't charge, than its still good - you kill units faster (I can't believe there is a discussion on "Units kills other units too fast").
The problem isn't that the VR kills its charger unit too quickly, of course we want that, it's that whatever it switches to afterward (usually something coming to defend against the VR) can now do a lot more damage because the VR was unable to charge on the first unit.
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On May 08 2012 22:18 Darkomicron wrote:Show nested quote +On May 08 2012 22:11 ckolev wrote:On May 08 2012 22:09 Felnarion wrote:On May 08 2012 22:02 ckolev wrote: One simple fact is ignored here - VRs were designed to kill big targets, targets with a lot of HP. From this very basic idea comes that the are not quite effective versus small targets, that they cannot get charged upon. There is no need to change anything on them.
Also on Grubbys experiment - there is a random factor in the battle. Also of course that the +1 Weapons upgrade will kill units faster. But if the VR is used against a large unit, even if the VR has +3, he will still charge up and fulfil his goal.
The result might also come from the VRs themselves. The total HP of a VR might be just at the border between being charged after killing the other VR and not being charged (in case of +1W, just a few HP less than needed to charge up).
Anyway there are more important things in the game to take care of, than making these small calculations. The argument that VRs are meant to kill big things is moot. If one is fighting a colossus that has been damaged to the appropriate amount of hit points, the VR kills it before it charges and does less damage to the next colossus. The point is that nothing else in the game has any scenario where it does less damage with more upgrades. OK what kills a Hatch/CC/Nexus faster - upgraded VR or non-upgarded VR??? There is no other unit in SC2 who's damage scales like the VR. He is unique and misusing it does not mean it needs to be changed. Also is the VR better against other VRs or Carriers??? The fact that the VR is designed to kill big (massive) units is I think unquestionable. It's not about the fact that a void ray is designed to take out big targets. It's about the fact that a +1 damage upgrade on a void ray can sometimes lead to damage reduction because it takes out a target before getting charged. If an unupgraded void ray would've attacked it would've gotten a charge and therefore dealt more damage. As said earlier. If there are 3 colossi with low HP, an unupgraded voidray could charge and kill them faster than an upgraded voidray that does not get charged. This applies to units like marines and scvs without any damage as well.
Again this is all because of the fact that the VR has a unique damage scale system. That is the reason to pre-charge the VR before battle. Anyway for me a +1 is always better than no upgrades at all.
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Wish they brought back the 3 step charge over the 2 step charge. Was so much fun going ooooone twooooocmooooon THREEEELAZEEEEER
aah the good old days
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Also if we look at the VR damage (http://wiki.teamliquid.net/starcraft2/Void_Ray), it actually has a very high rate of fire (0.6 seconds) so it scales even better with attack upgrades.
10-16 VS armored with no upgrades 11-18 VS armored +1W 12-20 VS armored +2W 13-22 VS armored +3W
And VS massive it gets 20% more damage every 0.6 seconds.
So even if with +1 it might be a bad idea to do a timing push, with +2/+3 VRs become better.
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On May 08 2012 22:23 ckolev wrote:Show nested quote +On May 08 2012 22:18 Darkomicron wrote:On May 08 2012 22:11 ckolev wrote:On May 08 2012 22:09 Felnarion wrote:On May 08 2012 22:02 ckolev wrote: One simple fact is ignored here - VRs were designed to kill big targets, targets with a lot of HP. From this very basic idea comes that the are not quite effective versus small targets, that they cannot get charged upon. There is no need to change anything on them.
Also on Grubbys experiment - there is a random factor in the battle. Also of course that the +1 Weapons upgrade will kill units faster. But if the VR is used against a large unit, even if the VR has +3, he will still charge up and fulfil his goal.
The result might also come from the VRs themselves. The total HP of a VR might be just at the border between being charged after killing the other VR and not being charged (in case of +1W, just a few HP less than needed to charge up).
Anyway there are more important things in the game to take care of, than making these small calculations. The argument that VRs are meant to kill big things is moot. If one is fighting a colossus that has been damaged to the appropriate amount of hit points, the VR kills it before it charges and does less damage to the next colossus. The point is that nothing else in the game has any scenario where it does less damage with more upgrades. OK what kills a Hatch/CC/Nexus faster - upgraded VR or non-upgarded VR??? There is no other unit in SC2 who's damage scales like the VR. He is unique and misusing it does not mean it needs to be changed. Also is the VR better against other VRs or Carriers??? The fact that the VR is designed to kill big (massive) units is I think unquestionable. It's not about the fact that a void ray is designed to take out big targets. It's about the fact that a +1 damage upgrade on a void ray can sometimes lead to damage reduction because it takes out a target before getting charged. If an unupgraded void ray would've attacked it would've gotten a charge and therefore dealt more damage. As said earlier. If there are 3 colossi with low HP, an unupgraded voidray could charge and kill them faster than an upgraded voidray that does not get charged. This applies to units like marines and scvs without any damage as well. Again this is all because of the fact that the VR has a unique damage scale system. That is the reason to pre-charge the VR before battle. Anyway for me a +1 is always better than no upgrades at all.
An unupgraded voidray kills 45 SCV's faster than an upgraded one kills 40. http://drop.sc/174854
That's plain weird, to me at least.
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On May 08 2012 22:35 Darkomicron wrote:Show nested quote +On May 08 2012 22:23 ckolev wrote:On May 08 2012 22:18 Darkomicron wrote:On May 08 2012 22:11 ckolev wrote:On May 08 2012 22:09 Felnarion wrote:On May 08 2012 22:02 ckolev wrote: One simple fact is ignored here - VRs were designed to kill big targets, targets with a lot of HP. From this very basic idea comes that the are not quite effective versus small targets, that they cannot get charged upon. There is no need to change anything on them.
Also on Grubbys experiment - there is a random factor in the battle. Also of course that the +1 Weapons upgrade will kill units faster. But if the VR is used against a large unit, even if the VR has +3, he will still charge up and fulfil his goal.
The result might also come from the VRs themselves. The total HP of a VR might be just at the border between being charged after killing the other VR and not being charged (in case of +1W, just a few HP less than needed to charge up).
Anyway there are more important things in the game to take care of, than making these small calculations. The argument that VRs are meant to kill big things is moot. If one is fighting a colossus that has been damaged to the appropriate amount of hit points, the VR kills it before it charges and does less damage to the next colossus. The point is that nothing else in the game has any scenario where it does less damage with more upgrades. OK what kills a Hatch/CC/Nexus faster - upgraded VR or non-upgarded VR??? There is no other unit in SC2 who's damage scales like the VR. He is unique and misusing it does not mean it needs to be changed. Also is the VR better against other VRs or Carriers??? The fact that the VR is designed to kill big (massive) units is I think unquestionable. It's not about the fact that a void ray is designed to take out big targets. It's about the fact that a +1 damage upgrade on a void ray can sometimes lead to damage reduction because it takes out a target before getting charged. If an unupgraded void ray would've attacked it would've gotten a charge and therefore dealt more damage. As said earlier. If there are 3 colossi with low HP, an unupgraded voidray could charge and kill them faster than an upgraded voidray that does not get charged. This applies to units like marines and scvs without any damage as well. Again this is all because of the fact that the VR has a unique damage scale system. That is the reason to pre-charge the VR before battle. Anyway for me a +1 is always better than no upgrades at all. An unupgraded voidray kills 45 SCV's faster than an upgraded one kills 40. http://drop.sc/174854That's plain weird, to me at least.
I'm sticking to "VRs are ment to kill targets with lots of HP, Bob". And also again - VRs system to do damage is unique so it should not be analysed the same way as other units damage systems. Same as you don't use immortals to kill lings (efficiently) or you don't use roaches vs mass tanks.
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On May 08 2012 22:32 ckolev wrote: Also if we look at the VR damage (http://wiki.teamliquid.net/starcraft2/Void_Ray), it actually has a very high rate of fire so it scales even better with attack upgrades.
10-16 VS armored with no upgrades 11-18 VS armored +1W 12-20 VS armored +2W 13-22 VS armored +3W
So even if with +1 it might be a bad idea to do a timing push, with +2/+3 VRs become better.
I'm kind of at a loss at this point for how you can defend it. It's not about how much damage it does. If the overall damage needs to be nerfed, whatever. The problem is, a unit that can be in a scenario where it does less damage after an upgrade (all other things, control, position, etc being equal) is bad unit design.
We all understand that, if you charge up before going in, then the upgraded damage is better, but that isn't always an option.
Even if its one out of 1000 games, and in this one game, a guy has a void ray which he sends at a colossus he previously damaged, a colossus protected by a couple units...there is a scenario where the colossus has a certain amount of HP that doesn't allow the VR to charge, and therefore causes the VR to die before killing off the units. It is essentially punishing a player, even in very limited circumstances, for getting an upgrade for his units. That should never, in a well-designed game, be the case. I don't know what more there is to say than that.
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On May 08 2012 22:41 Felnarion wrote:Show nested quote +On May 08 2012 22:32 ckolev wrote: Also if we look at the VR damage (http://wiki.teamliquid.net/starcraft2/Void_Ray), it actually has a very high rate of fire so it scales even better with attack upgrades.
10-16 VS armored with no upgrades 11-18 VS armored +1W 12-20 VS armored +2W 13-22 VS armored +3W
So even if with +1 it might be a bad idea to do a timing push, with +2/+3 VRs become better. I'm kind of at a loss at this point for how you can defend it. It's not about how much damage it does. If the overall damage needs to be nerfed, whatever. The problem is, a unit that can be in a scenario where it does less damage after an upgrade (all other things, control, position, etc being equal) is bad unit design. We all understand that, if you charge up before going in, then the upgraded damage is better, but that isn't always an option. Even if its one out of 1000 games, and in this one game, a guy has a void ray which he sends at a colossus he previously damaged, a colossus protected by a couple units...there is a scenario where the colossus has a certain amount of HP that doesn't allow the VR to charge, and therefore causes the VR to die before killing off the units. It is essentially punishing a player, even in very limited circumstances, for getting an upgrade for his units. That should never, in a well-designed game, be the case. I don't know what more there is to say than that. OK you need to understand the difference between damage and DPS. What you are talking about is DPS - damage per second. I'm talking about damage. What grubby has also noticed is that the DPS of non-upgraded VRs is lower than that of the upgraded. Mathematically that's not possible. The +1W gives 1 damage (from 6 to 7 stage 1 and 8-9 stage 2). This is roughly 12-15% more damage. 126VR - 120 VR = 6VR (5%). So the upgraded VRs have more DPS aslo. The problem here comes from the fact how the VRs charge up. If the upgraded VRs target the same targets, they will kill it, before charging up, but if each of them fires at an individual target, all will charge up. Same for he others.
In order to complete the test properly you need smaller numbers, but keep the 5% difference. Also you will have to make sure that each VR on both sides fire at individual targets or couple of VRs from each side target the same target (3VRs from each side target 1). This test is incredible difficult to achieve. If someone can do it, it will put a end to this discussion with solid facts with no random chance.
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On May 08 2012 22:40 ckolev wrote:Show nested quote +On May 08 2012 22:35 Darkomicron wrote:On May 08 2012 22:23 ckolev wrote:On May 08 2012 22:18 Darkomicron wrote:On May 08 2012 22:11 ckolev wrote:On May 08 2012 22:09 Felnarion wrote:On May 08 2012 22:02 ckolev wrote: One simple fact is ignored here - VRs were designed to kill big targets, targets with a lot of HP. From this very basic idea comes that the are not quite effective versus small targets, that they cannot get charged upon. There is no need to change anything on them.
Also on Grubbys experiment - there is a random factor in the battle. Also of course that the +1 Weapons upgrade will kill units faster. But if the VR is used against a large unit, even if the VR has +3, he will still charge up and fulfil his goal.
The result might also come from the VRs themselves. The total HP of a VR might be just at the border between being charged after killing the other VR and not being charged (in case of +1W, just a few HP less than needed to charge up).
Anyway there are more important things in the game to take care of, than making these small calculations. The argument that VRs are meant to kill big things is moot. If one is fighting a colossus that has been damaged to the appropriate amount of hit points, the VR kills it before it charges and does less damage to the next colossus. The point is that nothing else in the game has any scenario where it does less damage with more upgrades. OK what kills a Hatch/CC/Nexus faster - upgraded VR or non-upgarded VR??? There is no other unit in SC2 who's damage scales like the VR. He is unique and misusing it does not mean it needs to be changed. Also is the VR better against other VRs or Carriers??? The fact that the VR is designed to kill big (massive) units is I think unquestionable. It's not about the fact that a void ray is designed to take out big targets. It's about the fact that a +1 damage upgrade on a void ray can sometimes lead to damage reduction because it takes out a target before getting charged. If an unupgraded void ray would've attacked it would've gotten a charge and therefore dealt more damage. As said earlier. If there are 3 colossi with low HP, an unupgraded voidray could charge and kill them faster than an upgraded voidray that does not get charged. This applies to units like marines and scvs without any damage as well. Again this is all because of the fact that the VR has a unique damage scale system. That is the reason to pre-charge the VR before battle. Anyway for me a +1 is always better than no upgrades at all. An unupgraded voidray kills 45 SCV's faster than an upgraded one kills 40. http://drop.sc/174854That's plain weird, to me at least. I'm sticking to "VRs are ment to kill targets with lots of HP, Bob". And also again - VRs system to do damage is unique so it should not be analysed the same way as other units damage systems. Same as you don't use immortals to kill lings (efficiently) or you don't use roaches vs mass tanks. So VR is a hard counter to BC, Carrier, Mothership, and ultralisk, and as a hard counter, should obviously be useless otherwise. Oh, and considering that neither of them is very oftenly used en mase, VR is just plain useless by the design, and nobody should viev it as wrong and propose changes. right. Right?>
Dismissing the analyse without making a better suggestion is useless.
Does +1 attack makes Immortals worse an killing lings? Maybe +1 makes roaches worse at killing tanks? The major point is, upgrades should make units better, or at least leave it not worse.
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On May 08 2012 22:57 naastyOne wrote:Show nested quote +On May 08 2012 22:40 ckolev wrote:On May 08 2012 22:35 Darkomicron wrote:On May 08 2012 22:23 ckolev wrote:On May 08 2012 22:18 Darkomicron wrote:On May 08 2012 22:11 ckolev wrote:On May 08 2012 22:09 Felnarion wrote:On May 08 2012 22:02 ckolev wrote: One simple fact is ignored here - VRs were designed to kill big targets, targets with a lot of HP. From this very basic idea comes that the are not quite effective versus small targets, that they cannot get charged upon. There is no need to change anything on them.
Also on Grubbys experiment - there is a random factor in the battle. Also of course that the +1 Weapons upgrade will kill units faster. But if the VR is used against a large unit, even if the VR has +3, he will still charge up and fulfil his goal.
The result might also come from the VRs themselves. The total HP of a VR might be just at the border between being charged after killing the other VR and not being charged (in case of +1W, just a few HP less than needed to charge up).
Anyway there are more important things in the game to take care of, than making these small calculations. The argument that VRs are meant to kill big things is moot. If one is fighting a colossus that has been damaged to the appropriate amount of hit points, the VR kills it before it charges and does less damage to the next colossus. The point is that nothing else in the game has any scenario where it does less damage with more upgrades. OK what kills a Hatch/CC/Nexus faster - upgraded VR or non-upgarded VR??? There is no other unit in SC2 who's damage scales like the VR. He is unique and misusing it does not mean it needs to be changed. Also is the VR better against other VRs or Carriers??? The fact that the VR is designed to kill big (massive) units is I think unquestionable. It's not about the fact that a void ray is designed to take out big targets. It's about the fact that a +1 damage upgrade on a void ray can sometimes lead to damage reduction because it takes out a target before getting charged. If an unupgraded void ray would've attacked it would've gotten a charge and therefore dealt more damage. As said earlier. If there are 3 colossi with low HP, an unupgraded voidray could charge and kill them faster than an upgraded voidray that does not get charged. This applies to units like marines and scvs without any damage as well. Again this is all because of the fact that the VR has a unique damage scale system. That is the reason to pre-charge the VR before battle. Anyway for me a +1 is always better than no upgrades at all. An unupgraded voidray kills 45 SCV's faster than an upgraded one kills 40. http://drop.sc/174854That's plain weird, to me at least. I'm sticking to "VRs are ment to kill targets with lots of HP, Bob". And also again - VRs system to do damage is unique so it should not be analysed the same way as other units damage systems. Same as you don't use immortals to kill lings (efficiently) or you don't use roaches vs mass tanks. So VR is a hard counter to BC, Carrier, Mothership, and ultralisk, and as a hard counter, should obviously be useless otherwise. Oh, and considering that neither of them is very oftenly used en mase, VR is just plain useless by the design, and nobody should viev it as wrong and propose changes. right. Right?> Dismissing the analyse without making a better suggestion is useless. Does +1 attack makes Immortals worse an killing lings? Maybe +1 makes roaches worse at killing tanks? The major point is, upgrades should make units better, or at least leave it not worse.
1st - have you played SC: Brood War? Why exclude the idea that there can be a useless unit?? Ever seen the Scout? I'm not saying it should be useless, I'm saying its not efficient enough.
2nd - as I stated this experiment has too much randomness. I suggested an alternative that can show the effectiveness(look previous post from me).
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On May 08 2012 22:54 ckolev wrote:Show nested quote +On May 08 2012 22:41 Felnarion wrote:On May 08 2012 22:32 ckolev wrote: Also if we look at the VR damage (http://wiki.teamliquid.net/starcraft2/Void_Ray), it actually has a very high rate of fire so it scales even better with attack upgrades.
10-16 VS armored with no upgrades 11-18 VS armored +1W 12-20 VS armored +2W 13-22 VS armored +3W
So even if with +1 it might be a bad idea to do a timing push, with +2/+3 VRs become better. I'm kind of at a loss at this point for how you can defend it. It's not about how much damage it does. If the overall damage needs to be nerfed, whatever. The problem is, a unit that can be in a scenario where it does less damage after an upgrade (all other things, control, position, etc being equal) is bad unit design. We all understand that, if you charge up before going in, then the upgraded damage is better, but that isn't always an option. Even if its one out of 1000 games, and in this one game, a guy has a void ray which he sends at a colossus he previously damaged, a colossus protected by a couple units...there is a scenario where the colossus has a certain amount of HP that doesn't allow the VR to charge, and therefore causes the VR to die before killing off the units. It is essentially punishing a player, even in very limited circumstances, for getting an upgrade for his units. That should never, in a well-designed game, be the case. I don't know what more there is to say than that. OK you need to understand the difference between damage and DPS. What you are talking about is DPS - damage per second. I'm talking about damage. What grubby has also noticed is that the DPS of non-upgraded VRs is lower tan that of the upgraded. Mathematically that's not possible. the +1W gives 10% more DPS. 126VR - 120 VR = 6VR (5%). So the upgraded VRs have more DPS aslo. The problem here comes from the fact how the VRs charge up. If the upgraded VRs target the same targets, they will kill it, before charging up, but if each of them fires at an individual target, all will charge up. Same for he others. In order to complete the test properly you need smaller numbers, but keep the 5% difference. Also you will have to make sure that each VR on both sides fire at individual targets or couple of VRs from each side target the same target (3VRs from each side target 1). This test is incredible difficult to achieve. If someone can do it, it will put a end to this discussion with solid facts with no random chance.
As I said, the test is completely and utterly meaningless. I mean, it was unscientific, and who cares, mutas suffer the same problems, battles between them tend to be hugely random. I'm not sure why you're still talking about this specific test when I, and others, have clearly said that its difficult to draw a conslusion from it.
A much better test, that you've blatantly ignored, is that an unupgraded VR kills SCVs much faster than an upgraded void ray.
You can stand back and say "Well dur, they're meant for killing big things" but that's not the point, the point isn't that they're SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack.
It's not as if we're comparing two different units. It's not as if the VR is made for killing big things and we're comparing it to how fast marines kill small things...
I understand the concept that a VR is supposed to be shitty at killing small things. The problem is that when you increase its damage it doesn't make sense for it to get even worse at it.
Read that last part multiple times. If you still don't get it, and you can't come up with something mind blowing, then I've had my fill.
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For units such as ultralisks then an attack increase will actually be noticeable. However, on smaller, less HP units, the attack upgrade may not actually be much benefit in a drawn out battle. 1v1 the upgrade will do well but if, for instance, you need to use them to kill off multiply broodlords you might as well wait to charge up since that will amount to more damage in the overall battle.
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On May 08 2012 21:24 Elp wrote:Show nested quote +On May 08 2012 21:11 Goolpsy wrote: The point of the change was to make sure the VRs charge alittle faster when they get their upgrades, hence you cannot exclude the weapon upgrades. The point of the discussion was how to make it NOT charge slower when upgraded. That isn't the same as how to make it charge faster.
I concede it was a bad wording, but if you look at the proposed mechanics thats exactly whats going to happen. The VR would be able to charge-up on the same targets regardless of the upgrade (albeit alittle faster)
If this skewes the overall DPS distribution too much - because it charges 0,6 sec faster - this is not really a problem, as it can easily be balanced out.
To summarize: The *'pre-mitigation' damage charge up* solution is NOT flawed. It is however just ONE of MANY possible solutions to fix the problem.
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On May 08 2012 23:05 Felnarion wrote: SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack.
Who cares? If your enemies units die faster at first, that's probably more helpful. I'd rather void rays remain interesting. If a player lost a very close fight because he had air attack upgrades rather than not, that would be very interesting for viewers and commentators. It would also be instructive for the player.
Players have to deal with that type of thing all the time. For example, a bunch of marines grouped together do the most damage while taking the least against zerglings, but if aoe enters the picture, the game changes.
Yes, I know the analogy isn't perfect, but the point is that players have to make a thoughtful decision, as opposed to not.
On a related note, what happened to when void rays did more damage in larger number--the "Death Star effect," if you will?
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On May 08 2012 23:05 Felnarion wrote:Show nested quote +On May 08 2012 22:54 ckolev wrote:On May 08 2012 22:41 Felnarion wrote:On May 08 2012 22:32 ckolev wrote: Also if we look at the VR damage (http://wiki.teamliquid.net/starcraft2/Void_Ray), it actually has a very high rate of fire so it scales even better with attack upgrades.
10-16 VS armored with no upgrades 11-18 VS armored +1W 12-20 VS armored +2W 13-22 VS armored +3W
So even if with +1 it might be a bad idea to do a timing push, with +2/+3 VRs become better. I'm kind of at a loss at this point for how you can defend it. It's not about how much damage it does. If the overall damage needs to be nerfed, whatever. The problem is, a unit that can be in a scenario where it does less damage after an upgrade (all other things, control, position, etc being equal) is bad unit design. We all understand that, if you charge up before going in, then the upgraded damage is better, but that isn't always an option. Even if its one out of 1000 games, and in this one game, a guy has a void ray which he sends at a colossus he previously damaged, a colossus protected by a couple units...there is a scenario where the colossus has a certain amount of HP that doesn't allow the VR to charge, and therefore causes the VR to die before killing off the units. It is essentially punishing a player, even in very limited circumstances, for getting an upgrade for his units. That should never, in a well-designed game, be the case. I don't know what more there is to say than that. OK you need to understand the difference between damage and DPS. What you are talking about is DPS - damage per second. I'm talking about damage. What grubby has also noticed is that the DPS of non-upgraded VRs is lower tan that of the upgraded. Mathematically that's not possible. the +1W gives 10% more DPS. 126VR - 120 VR = 6VR (5%). So the upgraded VRs have more DPS aslo. The problem here comes from the fact how the VRs charge up. If the upgraded VRs target the same targets, they will kill it, before charging up, but if each of them fires at an individual target, all will charge up. Same for he others. In order to complete the test properly you need smaller numbers, but keep the 5% difference. Also you will have to make sure that each VR on both sides fire at individual targets or couple of VRs from each side target the same target (3VRs from each side target 1). This test is incredible difficult to achieve. If someone can do it, it will put a end to this discussion with solid facts with no random chance. As I said, the test is completely and utterly meaningless. I mean, it was unscientific, and who cares, mutas suffer the same problems, battles between them tend to be hugely random. I'm not sure why you're still talking about this specific test when I, and others, have clearly said that its difficult to draw a conslusion from it. A much better test, that you've blatantly ignored, is that an unupgraded VR kills SCVs much faster than an upgraded void ray. You can stand back and say "Well dur, they're meant for killing big things" but that's not the point, the point isn't that they're SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack. It's not as if we're comparing two different units. It's not as if the VR is made for killing big things and we're comparing it to how fast marines kill small things... I understand the concept that a VR is supposed to be shitty at killing small things. The problem is that when you increase its damage it doesn't make sense for it to get even worse at it.Read that last part multiple times. If you still don't get it, and you can't come up with something mind blowing, then I've had my fill. Saying one and the same thing in multiple posts really doesn't help you.
So to summarize - VRs scale better against massive and armored units, preferable with bigger HP pools. They kind of sick against small light or no armor type units. The fact that +1W makes a unit worst sounds really redundant. But if thats the case with a unique attack unit like the VR - this means the unit is not used properly.
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On May 05 2012 04:33 Natespank wrote: Grubby thinking!
It would be nice if stargate units weren't useless for most of the game besides opening timing attacks against zerg.
Except for the fact that all stargate units counter all zerg units except the hydra which is completely useless for any other purpose than defending protoss air attacks.
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On May 09 2012 00:02 ckolev wrote:Show nested quote +On May 08 2012 23:05 Felnarion wrote:On May 08 2012 22:54 ckolev wrote:On May 08 2012 22:41 Felnarion wrote:On May 08 2012 22:32 ckolev wrote: Also if we look at the VR damage (http://wiki.teamliquid.net/starcraft2/Void_Ray), it actually has a very high rate of fire so it scales even better with attack upgrades.
10-16 VS armored with no upgrades 11-18 VS armored +1W 12-20 VS armored +2W 13-22 VS armored +3W
So even if with +1 it might be a bad idea to do a timing push, with +2/+3 VRs become better. I'm kind of at a loss at this point for how you can defend it. It's not about how much damage it does. If the overall damage needs to be nerfed, whatever. The problem is, a unit that can be in a scenario where it does less damage after an upgrade (all other things, control, position, etc being equal) is bad unit design. We all understand that, if you charge up before going in, then the upgraded damage is better, but that isn't always an option. Even if its one out of 1000 games, and in this one game, a guy has a void ray which he sends at a colossus he previously damaged, a colossus protected by a couple units...there is a scenario where the colossus has a certain amount of HP that doesn't allow the VR to charge, and therefore causes the VR to die before killing off the units. It is essentially punishing a player, even in very limited circumstances, for getting an upgrade for his units. That should never, in a well-designed game, be the case. I don't know what more there is to say than that. OK you need to understand the difference between damage and DPS. What you are talking about is DPS - damage per second. I'm talking about damage. What grubby has also noticed is that the DPS of non-upgraded VRs is lower tan that of the upgraded. Mathematically that's not possible. the +1W gives 10% more DPS. 126VR - 120 VR = 6VR (5%). So the upgraded VRs have more DPS aslo. The problem here comes from the fact how the VRs charge up. If the upgraded VRs target the same targets, they will kill it, before charging up, but if each of them fires at an individual target, all will charge up. Same for he others. In order to complete the test properly you need smaller numbers, but keep the 5% difference. Also you will have to make sure that each VR on both sides fire at individual targets or couple of VRs from each side target the same target (3VRs from each side target 1). This test is incredible difficult to achieve. If someone can do it, it will put a end to this discussion with solid facts with no random chance. As I said, the test is completely and utterly meaningless. I mean, it was unscientific, and who cares, mutas suffer the same problems, battles between them tend to be hugely random. I'm not sure why you're still talking about this specific test when I, and others, have clearly said that its difficult to draw a conslusion from it. A much better test, that you've blatantly ignored, is that an unupgraded VR kills SCVs much faster than an upgraded void ray. You can stand back and say "Well dur, they're meant for killing big things" but that's not the point, the point isn't that they're SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack. It's not as if we're comparing two different units. It's not as if the VR is made for killing big things and we're comparing it to how fast marines kill small things... I understand the concept that a VR is supposed to be shitty at killing small things. The problem is that when you increase its damage it doesn't make sense for it to get even worse at it.Read that last part multiple times. If you still don't get it, and you can't come up with something mind blowing, then I've had my fill. Saying one and the same thing in multiple posts really doesn't help you. So to summarize - VRs scale better against massive and armored units, preferable with bigger HP pools. They kind of sick against small light or no armor type units. The fact that +1W makes a unit worst sounds really redundant. But if thats the case with a unique attack unit like the VR - this means the unit is not used properly.
He says the same thing because you do not seem to understand. It's not about the void ray attack, but more about the mechanic and upgrade combined.
On May 08 2012 23:49 Ansinjunger wrote:Show nested quote +On May 08 2012 23:05 Felnarion wrote: SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack.
Who cares? If your enemies units die faster at first, that's probably more helpful. I'd rather void rays remain interesting. If a player lost a very close fight because he had air attack upgrades rather than not, that would be very interesting for viewers and commentators. It would also be instructive for the player. Players have to deal with that type of thing all the time. For example, a bunch of marines grouped together do the most damage while taking the least against zerglings, but if aoe enters the picture, the game changes. Yes, I know the analogy isn't perfect, but the point is that players have to make a thoughtful decision, as opposed to not. On a related note, what happened to when void rays did more damage in larger number--the "Death Star effect," if you will?
Name a unit that gets worse in any situation, no matter how small, if +1 attack or armor is upgraded. You can't compare stacking marines being good or bad in certain situations. The void ray will never die faster, and it will always kill units. But as my post on the previous page (with replay included) proved, an unupgraded voidray will kill SCV's about 12.5% faster than an upgraded voidray. The units do not die faster, only perhaps the first 2 SCV's. So you spend 100 minerals and 100 gas, chronoboosts and time to get an upgrade... which then only hinders your ability to fight against certain units.
It's broken unit design. It's not something players choose for, it's not something that can be used to micro. The combination of trying to improve your units and the result being negative sometimes is unacceptable.
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On May 08 2012 23:49 Ansinjunger wrote:Show nested quote +On May 08 2012 23:05 Felnarion wrote: SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack.
Who cares? If your enemies units die faster at first, that's probably more helpful. I'd rather void rays remain interesting. If a player lost a very close fight because he had air attack upgrades rather than not, that would be very interesting for viewers and commentators. It would also be instructive for the player. Players have to deal with that type of thing all the time. For example, a bunch of marines grouped together do the most damage while taking the least against zerglings, but if aoe enters the picture, the game changes. Yes, I know the analogy isn't perfect, but the point is that players have to make a thoughtful decision, as opposed to not. On a related note, what happened to when void rays did more damage in larger number--the "Death Star effect," if you will?
That is embarrassingly NOT interesting in the slightest. "Well, ladies and gentleman, it looks like White-Ra actually tried a little too hard, if he just hadn't had that upgrade, he would have won that fight. Isn't it interesting that if shit made sense, White-Ra would have 5 thousand extra dollars?"
That's not at all interesting, I don't know where you're even getting the idea that it is. As for your marine comparison, way the hell out in left field. Completely unrelated. Like, so far far away that the next bit of my post is practically off-topic for having to respond to you.
The VR mechanic we're talking about is not like grouping marines together, at all, positioning plays a role in every unit's effectiveness. The VR mechanic we're talking about is akin to Combat shields giving Marines +1 HP and -1 Armor, allowing a single zergling to kill a marine FASTER than without the combat shield upgrade.
Saying one and the same thing in multiple posts really doesn't help you.
So to summarize - VRs scale better against massive and armored units, preferable with bigger HP pools. They kind of sick against small light or no armor type units. The fact that +1W makes a unit worst sounds really redundant. But if thats the case with a unique attack unit like the VR - this means the unit is not used properly.
Well, whatever, you're a lost cause. No one's arguing about VR's being useful against large units. You're completely thick skulled and refusing to see the point. The SCV part of it is just illustrative. The size has very little bearing on it at all. The same situation could arise against damaged Battlecruisers, carriers, colossus, thors, vikings, other void rays, marauders, roaches, ultralisks, any armored unit. Size is irrelevant. What is relevant is that every single one of those units has a certain damage it can take before void ray does less damage to it when its upgraded. It doesn't matter in the slightest if its a colossus or whatever.
Maybe you disagree with the idea that things like this shouldn't exist in games. Thankfully, game designers tend not to agree with you on the whole "shit has to make sense" aspect of gameplay. Upgrades can't just be willy-nilly pot-luck scenario where you upgrade and go "Well gee, I hope that damage increase doesn't actually make my unit worse."
It should be universally assumed that, when you upgrade damage, at the VERY LEAST you will kill things equally quickly.
Beyond that, I'm done with the conversation, I've said literally all that can be said about this.
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On May 09 2012 00:13 Zheryn wrote:Show nested quote +On May 05 2012 04:33 Natespank wrote: Grubby thinking!
It would be nice if stargate units weren't useless for most of the game besides opening timing attacks against zerg. Except for the fact that all stargate units counter all zerg units except the hydra which is completely useless for any other purpose than defending protoss air attacks.
What the... what?
Yeah because Sky Protoss is a common pro-build in PvZ. What the heck are you smoking?
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On May 09 2012 03:44 DarkPlasmaBall wrote:Show nested quote +On May 09 2012 00:13 Zheryn wrote:On May 05 2012 04:33 Natespank wrote: Grubby thinking!
It would be nice if stargate units weren't useless for most of the game besides opening timing attacks against zerg. Except for the fact that all stargate units counter all zerg units except the hydra which is completely useless for any other purpose than defending protoss air attacks. What the... what? Yeah because Sky Protoss is a common pro-build in PvZ. What the heck are you smoking?
I heard Genius made some Carriers in the last GSL Finals...
Except then he lost. That's at least half an instance of a sky protoss build in PvZ.
To his credit, it looks like that guy came here from this thread, being hosted by a protoss who thinks Voids are good against literally every zerg unit:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=333403¤tpage=13
Edit: The above is meant to illustrate that he's likely not out of his mind, just misinformed.
On April 30 2012 19:38 Fogetaboudit wrote: Well, the composition is... Void Rays!! :D
Basically you spend all of your gas on Void Rays + Mothership. Against anything on the ground in the midgame, this is what you make.
If you scout muta then you have the infrastructure to go Phoenix. One mismicro that pros always make and it TILTS ME beyond belief. They try to micro 1 or 2 phoenix against 13 mutas like some sort of hero, and of course it always gets sniped. They repeat this for 3 or 4 production cycles, managing to let every phoenix get sniped, when you need to use very defensive micro, and NOT TAKE CHANCES until you have a critical number of phoenix's to trade efficiently.
Also, you can add a few carriers late, against a zerg with a lot of infestors in his composition. I did this in my second replay.
But seriously, its all about Stargate, Mothership, and cannons. Think of it like Mech TvX, but it's more mobile and defensive recall is just amazing for harass, and OH SHIT!
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Overall this thread has been a really interesting read. Many interesting points were made, but i believe a major one is being overlooked. I think that through all this random stuff the main point to be taken away is that charged voirays are always and SIGNIFIGANTLY better than not charged voidrays. So let me break this down: People you need to ALWAYS pre-charge your voidrays before a fight. It doesn't really matter what it is, be it the refinery by the mineral line, or maybe even a tech lab nearby, rocks, pylons, shit even sentries can hallucinate archons or immortals to charge on. If you have to just charge on a zealout. 100 minerals is nothing in compared to the difference in damage between the charge and not charged void. when charging your voids it is essential prior to or in combat NOT to focus fire, but rather individually focus either their prime targets or your dummy zealots
To come back to Grubby's argument i would say that it is a correct statement that voidrays when unmicro'd are possibly better without the +attack upgrade but that outside the lab situation, where people are able to individually focus their units onto specific targets that voidrays will always be better with the upgrade
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Is there a list of units that Voidrays are worse against unupgraded than upgraded and at what break points depending on what upgrades?
Are there timings where Voidrays are better or worse depending on the upgrades you get for them?
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On May 09 2012 10:28 lorkac wrote: Is there a list of units that Voidrays are worse against unupgraded than upgraded and at what break points depending on what upgrades?
Are there timings where Voidrays are better or worse depending on the upgrades you get for them?
Early on upgrades will do worse than they will do later on. Simply because early on there are more units that die before the void ray is charged.
List :
On May 05 2012 19:57 Darkomicron wrote: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) ProbeObserver (getting to second charge, not fully) DroneZerglingInfestor (getting to second charge, not fully) 2 unupgraded voidrays can not charge on: MarineSCVReaperGhost (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) VikingProbeStalker (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) ObserverZerglingDroneHydralisk (one voidray getting to second, other not being charged) InfestorRoach (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: SCVMarineMarauder (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) ProbeSentry (getting to second charge, not fully) High Templar (getting to second charge, not fully) Observer (getting to second charge, not fully) DroneZerglingHydralisk (getting to second charge, not fully) Infestor (getting to second charge, not fully) 2 +1 voidrays can not charge on: SCVMarineMarauder ReaperGhost (getting to second charge, not fully) HellionSiege Tank (getting to second charge, not fully) VikingBanshee (getting to second charge, not fully) Medivac (getting to second charge, not fully) Raven (getting to second charge, not fully) ProbeZealot (getting to second charge, not fully) SentryStalker (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) DroneZerglingHydraliskRoach (getting to second charge, not fully) InfestorMutalisk (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/172139Edit: Underlining and the replay Edit 2: added the 'unable to charge up on' data.
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On May 09 2012 06:11 BlinkGosu wrote: Overall this thread has been a really interesting read. Many interesting points were made, but i believe a major one is being overlooked. I think that through all this random stuff the main point to be taken away is that charged voirays are always and SIGNIFIGANTLY better than not charged voidrays. So let me break this down: People you need to ALWAYS pre-charge your voidrays before a fight. It doesn't really matter what it is, be it the refinery by the mineral line, or maybe even a tech lab nearby, rocks, pylons, shit even sentries can hallucinate archons or immortals to charge on. If you have to just charge on a zealout. 100 minerals is nothing in compared to the difference in damage between the charge and not charged void. when charging your voids it is essential prior to or in combat NOT to focus fire, but rather individually focus either their prime targets or your dummy zealots
To come back to Grubby's argument i would say that it is a correct statement that voidrays when unmicro'd are possibly better without the +attack upgrade but that outside the lab situation, where people are able to individually focus their units onto specific targets that voidrays will always be better with the upgrade
I don't think anyone is missing that point. I think that is the entire point of the thread. But its not quite as simple as you make it out to be. Voidrays simply do not mesh with your army well. You want to get your voidrays charged, and it can be done in the early game, but come late game their usefullness is much less. A few voidrays can charge with some micro, but once you start getting a decent amount it becomes much more difficult, regardless of of your suggestions. If you have 10-15+ upgraded voidrays, how many hallucinates do you think you would need for them all to precharge before battle? More energy than you can spare or gas to afford is the answer. Precharging cannot always be an adequate answer, especially when the enemy is trying to force an engagement. In your army composition, your voidrays must attack individual units, while your army is shooting at those very same units. A voidray needs at least 7.2 seconds uninterrupted to charge, which can often be the majority of the battle. You shouldn't talk down to people off your high horse like you are the godsent knowledge of how to make it work. People have known about precharging voidrays on rocks and everything else you say since the beta, but the answer is just not that simple.
That voidray mothership build may be on to something though with the defensive recalls and cloak.....
Also, nice job on that list Darkomicron.
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On May 09 2012 03:04 Darkomicron wrote:Show nested quote +On May 09 2012 00:02 ckolev wrote:On May 08 2012 23:05 Felnarion wrote:On May 08 2012 22:54 ckolev wrote:On May 08 2012 22:41 Felnarion wrote:On May 08 2012 22:32 ckolev wrote: Also if we look at the VR damage (http://wiki.teamliquid.net/starcraft2/Void_Ray), it actually has a very high rate of fire so it scales even better with attack upgrades.
10-16 VS armored with no upgrades 11-18 VS armored +1W 12-20 VS armored +2W 13-22 VS armored +3W
So even if with +1 it might be a bad idea to do a timing push, with +2/+3 VRs become better. I'm kind of at a loss at this point for how you can defend it. It's not about how much damage it does. If the overall damage needs to be nerfed, whatever. The problem is, a unit that can be in a scenario where it does less damage after an upgrade (all other things, control, position, etc being equal) is bad unit design. We all understand that, if you charge up before going in, then the upgraded damage is better, but that isn't always an option. Even if its one out of 1000 games, and in this one game, a guy has a void ray which he sends at a colossus he previously damaged, a colossus protected by a couple units...there is a scenario where the colossus has a certain amount of HP that doesn't allow the VR to charge, and therefore causes the VR to die before killing off the units. It is essentially punishing a player, even in very limited circumstances, for getting an upgrade for his units. That should never, in a well-designed game, be the case. I don't know what more there is to say than that. OK you need to understand the difference between damage and DPS. What you are talking about is DPS - damage per second. I'm talking about damage. What grubby has also noticed is that the DPS of non-upgraded VRs is lower tan that of the upgraded. Mathematically that's not possible. the +1W gives 10% more DPS. 126VR - 120 VR = 6VR (5%). So the upgraded VRs have more DPS aslo. The problem here comes from the fact how the VRs charge up. If the upgraded VRs target the same targets, they will kill it, before charging up, but if each of them fires at an individual target, all will charge up. Same for he others. In order to complete the test properly you need smaller numbers, but keep the 5% difference. Also you will have to make sure that each VR on both sides fire at individual targets or couple of VRs from each side target the same target (3VRs from each side target 1). This test is incredible difficult to achieve. If someone can do it, it will put a end to this discussion with solid facts with no random chance. As I said, the test is completely and utterly meaningless. I mean, it was unscientific, and who cares, mutas suffer the same problems, battles between them tend to be hugely random. I'm not sure why you're still talking about this specific test when I, and others, have clearly said that its difficult to draw a conslusion from it. A much better test, that you've blatantly ignored, is that an unupgraded VR kills SCVs much faster than an upgraded void ray. You can stand back and say "Well dur, they're meant for killing big things" but that's not the point, the point isn't that they're SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack. It's not as if we're comparing two different units. It's not as if the VR is made for killing big things and we're comparing it to how fast marines kill small things... I understand the concept that a VR is supposed to be shitty at killing small things. The problem is that when you increase its damage it doesn't make sense for it to get even worse at it.Read that last part multiple times. If you still don't get it, and you can't come up with something mind blowing, then I've had my fill. Saying one and the same thing in multiple posts really doesn't help you. So to summarize - VRs scale better against massive and armored units, preferable with bigger HP pools. They kind of sick against small light or no armor type units. The fact that +1W makes a unit worst sounds really redundant. But if thats the case with a unique attack unit like the VR - this means the unit is not used properly. He says the same thing because you do not seem to understand. It's not about the void ray attack, but more about the mechanic and upgrade combined. Show nested quote +On May 08 2012 23:49 Ansinjunger wrote:On May 08 2012 23:05 Felnarion wrote: SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack.
Who cares? If your enemies units die faster at first, that's probably more helpful. I'd rather void rays remain interesting. If a player lost a very close fight because he had air attack upgrades rather than not, that would be very interesting for viewers and commentators. It would also be instructive for the player. Players have to deal with that type of thing all the time. For example, a bunch of marines grouped together do the most damage while taking the least against zerglings, but if aoe enters the picture, the game changes. Yes, I know the analogy isn't perfect, but the point is that players have to make a thoughtful decision, as opposed to not. On a related note, what happened to when void rays did more damage in larger number--the "Death Star effect," if you will? Name a unit that gets worse in any situation, no matter how small, if +1 attack or armor is upgraded. You can't compare stacking marines being good or bad in certain situations. The void ray will never die faster, and it will always kill units. But as my post on the previous page (with replay included) proved, an unupgraded voidray will kill SCV's about 12.5% faster than an upgraded voidray. The units do not die faster, only perhaps the first 2 SCV's. So you spend 100 minerals and 100 gas, chronoboosts and time to get an upgrade... which then only hinders your ability to fight against certain units. It's broken unit design. It's not something players choose for, it's not something that can be used to micro. The combination of trying to improve your units and the result being negative sometimes is unacceptable.
My point is the math and theorycraft just don't matter to me. My analogy is just fine, even though it's not about upgrades. I can tell you tech upgrade that makes a unit worse in certain situations: Caduceus reactor = feedback owns medivacs harder. It's not gamebreaking and neither is the void ray thing.
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On May 09 2012 12:41 Ansinjunger wrote:Show nested quote +On May 09 2012 03:04 Darkomicron wrote:On May 09 2012 00:02 ckolev wrote:On May 08 2012 23:05 Felnarion wrote:On May 08 2012 22:54 ckolev wrote:On May 08 2012 22:41 Felnarion wrote:On May 08 2012 22:32 ckolev wrote: Also if we look at the VR damage (http://wiki.teamliquid.net/starcraft2/Void_Ray), it actually has a very high rate of fire so it scales even better with attack upgrades.
10-16 VS armored with no upgrades 11-18 VS armored +1W 12-20 VS armored +2W 13-22 VS armored +3W
So even if with +1 it might be a bad idea to do a timing push, with +2/+3 VRs become better. I'm kind of at a loss at this point for how you can defend it. It's not about how much damage it does. If the overall damage needs to be nerfed, whatever. The problem is, a unit that can be in a scenario where it does less damage after an upgrade (all other things, control, position, etc being equal) is bad unit design. We all understand that, if you charge up before going in, then the upgraded damage is better, but that isn't always an option. Even if its one out of 1000 games, and in this one game, a guy has a void ray which he sends at a colossus he previously damaged, a colossus protected by a couple units...there is a scenario where the colossus has a certain amount of HP that doesn't allow the VR to charge, and therefore causes the VR to die before killing off the units. It is essentially punishing a player, even in very limited circumstances, for getting an upgrade for his units. That should never, in a well-designed game, be the case. I don't know what more there is to say than that. OK you need to understand the difference between damage and DPS. What you are talking about is DPS - damage per second. I'm talking about damage. What grubby has also noticed is that the DPS of non-upgraded VRs is lower tan that of the upgraded. Mathematically that's not possible. the +1W gives 10% more DPS. 126VR - 120 VR = 6VR (5%). So the upgraded VRs have more DPS aslo. The problem here comes from the fact how the VRs charge up. If the upgraded VRs target the same targets, they will kill it, before charging up, but if each of them fires at an individual target, all will charge up. Same for he others. In order to complete the test properly you need smaller numbers, but keep the 5% difference. Also you will have to make sure that each VR on both sides fire at individual targets or couple of VRs from each side target the same target (3VRs from each side target 1). This test is incredible difficult to achieve. If someone can do it, it will put a end to this discussion with solid facts with no random chance. As I said, the test is completely and utterly meaningless. I mean, it was unscientific, and who cares, mutas suffer the same problems, battles between them tend to be hugely random. I'm not sure why you're still talking about this specific test when I, and others, have clearly said that its difficult to draw a conslusion from it. A much better test, that you've blatantly ignored, is that an unupgraded VR kills SCVs much faster than an upgraded void ray. You can stand back and say "Well dur, they're meant for killing big things" but that's not the point, the point isn't that they're SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack. It's not as if we're comparing two different units. It's not as if the VR is made for killing big things and we're comparing it to how fast marines kill small things... I understand the concept that a VR is supposed to be shitty at killing small things. The problem is that when you increase its damage it doesn't make sense for it to get even worse at it.Read that last part multiple times. If you still don't get it, and you can't come up with something mind blowing, then I've had my fill. Saying one and the same thing in multiple posts really doesn't help you. So to summarize - VRs scale better against massive and armored units, preferable with bigger HP pools. They kind of sick against small light or no armor type units. The fact that +1W makes a unit worst sounds really redundant. But if thats the case with a unique attack unit like the VR - this means the unit is not used properly. He says the same thing because you do not seem to understand. It's not about the void ray attack, but more about the mechanic and upgrade combined. On May 08 2012 23:49 Ansinjunger wrote:On May 08 2012 23:05 Felnarion wrote: SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack.
Who cares? If your enemies units die faster at first, that's probably more helpful. I'd rather void rays remain interesting. If a player lost a very close fight because he had air attack upgrades rather than not, that would be very interesting for viewers and commentators. It would also be instructive for the player. Players have to deal with that type of thing all the time. For example, a bunch of marines grouped together do the most damage while taking the least against zerglings, but if aoe enters the picture, the game changes. Yes, I know the analogy isn't perfect, but the point is that players have to make a thoughtful decision, as opposed to not. On a related note, what happened to when void rays did more damage in larger number--the "Death Star effect," if you will? Name a unit that gets worse in any situation, no matter how small, if +1 attack or armor is upgraded. You can't compare stacking marines being good or bad in certain situations. The void ray will never die faster, and it will always kill units. But as my post on the previous page (with replay included) proved, an unupgraded voidray will kill SCV's about 12.5% faster than an upgraded voidray. The units do not die faster, only perhaps the first 2 SCV's. So you spend 100 minerals and 100 gas, chronoboosts and time to get an upgrade... which then only hinders your ability to fight against certain units. It's broken unit design. It's not something players choose for, it's not something that can be used to micro. The combination of trying to improve your units and the result being negative sometimes is unacceptable. My point is the math and theorycraft just don't matter to me. My analogy is just fine, even though it's not about upgrades. I can tell you tech upgrade that makes a unit worse in certain situations: Caduceus reactor = feedback owns medivacs harder. It's not gamebreaking and neither is the void ray thing.
I feel like I have to repeat myself everytime. This was said before with siege tech. It's not about a unit upgrade. It's about a +1 upgrade out of the forge, engi bay, armory, cybernetics core, evolution chamber or spire. These +1 attack, armor or shield upgraded never have a bad effect on the unit. The unit itself always gets more damage or armor and the unit will never deal less damage. However, in the case of void rays that's simply not true due to the mechanic of charging the unit up. That's what I view as broken unit design, not so much the fact that a void ray can't always charge up. More so the effect that the upgrade has on the void ray not being able to charge, and resulting in less damage dealt.
I.e. an unupgraded void ray kills 45 SCVs faster than an upgraded void ray kills 40.
I've never used math of theorycraft to argument in this thread. Every post I made was supported by testing and most of the times I also included a replay to support the evidence.
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On May 09 2012 12:41 Ansinjunger wrote:Show nested quote +On May 09 2012 03:04 Darkomicron wrote:On May 09 2012 00:02 ckolev wrote:On May 08 2012 23:05 Felnarion wrote:On May 08 2012 22:54 ckolev wrote:On May 08 2012 22:41 Felnarion wrote:On May 08 2012 22:32 ckolev wrote: Also if we look at the VR damage (http://wiki.teamliquid.net/starcraft2/Void_Ray), it actually has a very high rate of fire so it scales even better with attack upgrades.
10-16 VS armored with no upgrades 11-18 VS armored +1W 12-20 VS armored +2W 13-22 VS armored +3W
So even if with +1 it might be a bad idea to do a timing push, with +2/+3 VRs become better. I'm kind of at a loss at this point for how you can defend it. It's not about how much damage it does. If the overall damage needs to be nerfed, whatever. The problem is, a unit that can be in a scenario where it does less damage after an upgrade (all other things, control, position, etc being equal) is bad unit design. We all understand that, if you charge up before going in, then the upgraded damage is better, but that isn't always an option. Even if its one out of 1000 games, and in this one game, a guy has a void ray which he sends at a colossus he previously damaged, a colossus protected by a couple units...there is a scenario where the colossus has a certain amount of HP that doesn't allow the VR to charge, and therefore causes the VR to die before killing off the units. It is essentially punishing a player, even in very limited circumstances, for getting an upgrade for his units. That should never, in a well-designed game, be the case. I don't know what more there is to say than that. OK you need to understand the difference between damage and DPS. What you are talking about is DPS - damage per second. I'm talking about damage. What grubby has also noticed is that the DPS of non-upgraded VRs is lower tan that of the upgraded. Mathematically that's not possible. the +1W gives 10% more DPS. 126VR - 120 VR = 6VR (5%). So the upgraded VRs have more DPS aslo. The problem here comes from the fact how the VRs charge up. If the upgraded VRs target the same targets, they will kill it, before charging up, but if each of them fires at an individual target, all will charge up. Same for he others. In order to complete the test properly you need smaller numbers, but keep the 5% difference. Also you will have to make sure that each VR on both sides fire at individual targets or couple of VRs from each side target the same target (3VRs from each side target 1). This test is incredible difficult to achieve. If someone can do it, it will put a end to this discussion with solid facts with no random chance. As I said, the test is completely and utterly meaningless. I mean, it was unscientific, and who cares, mutas suffer the same problems, battles between them tend to be hugely random. I'm not sure why you're still talking about this specific test when I, and others, have clearly said that its difficult to draw a conslusion from it. A much better test, that you've blatantly ignored, is that an unupgraded VR kills SCVs much faster than an upgraded void ray. You can stand back and say "Well dur, they're meant for killing big things" but that's not the point, the point isn't that they're SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack. It's not as if we're comparing two different units. It's not as if the VR is made for killing big things and we're comparing it to how fast marines kill small things... I understand the concept that a VR is supposed to be shitty at killing small things. The problem is that when you increase its damage it doesn't make sense for it to get even worse at it.Read that last part multiple times. If you still don't get it, and you can't come up with something mind blowing, then I've had my fill. Saying one and the same thing in multiple posts really doesn't help you. So to summarize - VRs scale better against massive and armored units, preferable with bigger HP pools. They kind of sick against small light or no armor type units. The fact that +1W makes a unit worst sounds really redundant. But if thats the case with a unique attack unit like the VR - this means the unit is not used properly. He says the same thing because you do not seem to understand. It's not about the void ray attack, but more about the mechanic and upgrade combined. On May 08 2012 23:49 Ansinjunger wrote:On May 08 2012 23:05 Felnarion wrote: SCVs, that the VR doesn't get its bonus against them, or that they don't have large HP pools. The point is, there are fights where a player is PUNISHED for upgrading attack.
Who cares? If your enemies units die faster at first, that's probably more helpful. I'd rather void rays remain interesting. If a player lost a very close fight because he had air attack upgrades rather than not, that would be very interesting for viewers and commentators. It would also be instructive for the player. Players have to deal with that type of thing all the time. For example, a bunch of marines grouped together do the most damage while taking the least against zerglings, but if aoe enters the picture, the game changes. Yes, I know the analogy isn't perfect, but the point is that players have to make a thoughtful decision, as opposed to not. On a related note, what happened to when void rays did more damage in larger number--the "Death Star effect," if you will? Name a unit that gets worse in any situation, no matter how small, if +1 attack or armor is upgraded. You can't compare stacking marines being good or bad in certain situations. The void ray will never die faster, and it will always kill units. But as my post on the previous page (with replay included) proved, an unupgraded voidray will kill SCV's about 12.5% faster than an upgraded voidray. The units do not die faster, only perhaps the first 2 SCV's. So you spend 100 minerals and 100 gas, chronoboosts and time to get an upgrade... which then only hinders your ability to fight against certain units. It's broken unit design. It's not something players choose for, it's not something that can be used to micro. The combination of trying to improve your units and the result being negative sometimes is unacceptable. My point is the math and theorycraft just don't matter to me. My analogy is just fine, even though it's not about upgrades. I can tell you tech upgrade that makes a unit worse in certain situations: Caduceus reactor = feedback owns medivacs harder. It's not gamebreaking and neither is the void ray thing.
I just don't get you. Are you here argueing just for the sake of it? What possible reason could you have to 'defend' air upgrades making void rays worse in certain situations. I just don't see how anyone can be so thick-skulled not to see that having upgrades isn't a choice you make in every engagements like splitting/stacking vs AoE. It isn't something your opponent can take advantage of. Having damage upgrades should NEVER be a penalty to your damage. It's obviously a flaw in the design of the unit, because why else would it be the only unit in the game with this flaw?
Here's an actual 'fine analogy' for you: Immortals are counters to expensive, hard-hitting units, right? So how come when I get +1 ground attack, they don't deal less damage to marines/zerglings/zealots? How come when I get +1 armor, they don't take more damage from small units? Cause that's how upgrades work. They make units better, not worse.
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Theres a split between passive and active upgrades. People need to stop using things like siege mode and stim as examples, as you can just not use them.
I have yet to see anyone poke a hole in the medivac analogy. You get Cad Reactor, and this can mean when you get feedbacked you die instead of getting away. So, getting that upgrade, which should never be detrimental, has cost you a game. Same as VR. Its just how the game is designed, its not a bug or a balance issue. Deal with it.
I personally think it doesnt make sense than you can EMP an OC but not Feeback it, but again, not a balance thing really, just the way it is.
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On May 09 2012 20:25 Squigly wrote: Theres a split between passive and active upgrades. People need to stop using things like siege mode and stim as examples, as you can just not use them.
I have yet to see anyone poke a hole in the medivac analogy. You get Cad Reactor, and this can mean when you get feedbacked you die instead of getting away. So, getting that upgrade, which should never be detrimental, has cost you a game. Same as VR. Its just how the game is designed, its not a bug or a balance issue. Deal with it.
I personally think it doesnt make sense than you can EMP an OC but not Feeback it, but again, not a balance thing really, just the way it is.
Feedback is a direct counter to energy using units so it only makes sense that it's stronger against units with more energy. There is however no unit or ability in the game that would do something along the lines of: take less damage the higher your opponent's damage. If there would be something like that then I'd be fine if the void ray did less damage with more upgrades but as of now, the void rays deals less damage to multiple targets (opposed to cad reactor being worse against only 1 unit in the entire game) due to its own mechanics, rather than that of an enemy unit's.
No one said it's a bug btw, it's not a bug, it's a flaw in the unit's design. It's very simple: damage upgrades should increase a unit's damage. The cad reactor analogy isn't really a direct comparison cause it's two complete different things. It's X being countered by ability Y (which happens to be made to counter X in the first place). Imagine if medivacs with more energy actually healed less health per second on certain units (ghosts for example). That's how you should look at it.
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I think I see where this is coming from. When the Void Ray switches targets, it loses some of its charge. This means it can kill enemy units before reaching max beam, thus being trapped at the lower value. This can ironically lower the overall damage of the Void Ray. Strange, isn't it?
Void Rays are supposed to do more damage over time. Rather than charging up their laser, why not charge up the enemy unit? Devourers had a stacking debuff that caused enemy units do take extra damage. A similar mechanic may work for Void Rays.
It'd work like this: - VR attacks unit - Unit builds up "ion" charges or some such, which last a few seconds. - Each charge amounts to 0.5 - 1 more damage, and there would be 5-10 charges max. - Charges may or may not help other Protoss units as well (hello deathball).
Attack rate would be the biggest factor in how much damage a unit takes. Since Void Rays are one of the fastest attacking units for Protoss (1.67/sec) , they would naturally get the biggest returns from their own charge. Carriers are disappearing, so their 50 thousand attacks will be gone. The other big benefactors are the Phoenix and Sentry, which get 1.8 attacks(.9x2) and 1.0 attacks per second, respectively.
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I cant believe a toss is commenting on how their late game needs a buff....
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If there has ever been an uncalled for, horribly biased and downright dumb race QQ post, it's this one ^.
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Suggestion: The timer on a Void Ray's level charge doesn't reset when switching between targets until the normal time out (like when a level 3 charge goes back to level 1).
This basically guarantees some units within a flock of Void Rays makes it to level 2 and 3, and I hope would fix the problem.
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On May 09 2012 21:00 CaptainCrush wrote: I cant believe a toss is commenting on how their late game needs a buff....
... because there are tons of people who make void rays for late game these days...
Except that if you look at the pros, nobody's making void rays except in pre-lair tech PvZ.
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On May 09 2012 20:25 Squigly wrote: Theres a split between passive and active upgrades. People need to stop using things like siege mode and stim as examples, as you can just not use them.
I have yet to see anyone poke a hole in the medivac analogy. You get Cad Reactor, and this can mean when you get feedbacked you die instead of getting away. So, getting that upgrade, which should never be detrimental, has cost you a game. Same as VR. Its just how the game is designed, its not a bug or a balance issue. Deal with it.
I personally think it doesnt make sense than you can EMP an OC but not Feeback it, but again, not a balance thing really, just the way it is.
Come on, you know that isn't the same. The +energy thing applies to all units with energy. If a ghost, BC, Raven, Medivac, etc get the upgrade, they all take more damage from feedback if they have their energy upgrade. It's a trade off, it's an obvious and intuitive one. "If I get more energy earlier, a feedback will do more damage" Further, it applies to every single unit with an energy upgrade.
The equivalent to this situation would be if every unit suffered from feedback moreso with their upgrade except ghosts, which inexplicably receive an upgrade that gave them more energy but makes them take less damage from feedback at the same time.
What's more, at least in the feedback scenario, it's your enemy capitalizing on an upgrade you've made. They see you have the reactor, so they feedback and rake in the kills.
In the VR scenario, your opponent isn't doing or realizing anything, he's just reaping the benefit of a broken upgrade causing your unit to kill things more slowly.
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they should let upgraded voidrays charge faster
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On May 09 2012 21:23 frietjeman wrote: If there has ever been an uncalled for, horribly biased and downright dumb race QQ post, it's this one ^. this has nothing to do with race or QQ, we are talking about the mechanics of a single unit. If a unit does less damage when it has attack upgrades, its a design flaw. even if its a protoss unit.
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One possible idea could be to give VR a flat base damage that increases with up grades plus % hp damage that increase with charge time. This way VR will still kill things like zerg lings and still serve its current purpose of being an anti massive unit. Just through out some ideas.
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On May 09 2012 20:52 bobucles wrote: I think I see where this is coming from. When the Void Ray switches targets, it loses some of its charge. This means it can kill enemy units before reaching max beam, thus being trapped at the lower value. This can ironically lower the overall damage of the Void Ray. Strange, isn't it?
Void Rays are supposed to do more damage over time. Rather than charging up their laser, why not charge up the enemy unit? Devourers had a stacking debuff that caused enemy units do take extra damage. A similar mechanic may work for Void Rays.
It'd work like this: - VR attacks unit - Unit builds up "ion" charges or some such, which last a few seconds. - Each charge amounts to 0.5 - 1 more damage, and there would be 5-10 charges max. - Charges may or may not help other Protoss units as well (hello deathball).
Attack rate would be the biggest factor in how much damage a unit takes. Since Void Rays are one of the fastest attacking units for Protoss (1.67/sec) , they would naturally get the biggest returns from their own charge. Carriers are disappearing, so their 50 thousand attacks will be gone. The other big benefactors are the Phoenix and Sentry, which get 1.8 attacks(.9x2) and 1.0 attacks per second, respectively.
This is pretty genious. But instead of this complex system, why not just give a -1 Armour debuff every 3 ticks of beam? Stacking until, well, -10 Armour? If this mechanism was in place in BW, why not SC2?
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Yea the debuff thing is a cool idea also, but that's not the way they designed voidrays. It's supposed to be a lazer that grows stronger.
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With killing units faster and not doing as much damage, upgraded void rays also decrease the damage output of the opponents army. You cannot compare that in voidray vs voidray fights... because this is a completely irrational and theoretical scenario.
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On May 10 2012 20:39 Type|NarutO wrote: With killing units faster and not doing as much damage, upgraded void rays also decrease the damage output of the opponents army. You cannot compare that in voidray vs voidray fights... because this is a completely irrational and theoretical scenario.
You're right, but it's still an interesting observation at the very least.
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On May 10 2012 20:39 Type|NarutO wrote: With killing units faster and not doing as much damage, upgraded void rays also decrease the damage output of the opponents army. You cannot compare that in voidray vs voidray fights... because this is a completely irrational and theoretical scenario.
Voidray vs voidray fights was a bad example, that is agreed upon. However, the damage reduction of the voidray will result in units dying less quickly, not reducing the damage output of the opponents army as much. Unless you mean letting 1 voidray fighting 3 marines, then the +1 voidray will indeed do better. If you scale that experiment up a bit the +1 won't be able to charge, killing less units and taking more damage. The question is, where is the threshold?
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On May 09 2012 20:52 bobucles wrote: I think I see where this is coming from. When the Void Ray switches targets, it loses some of its charge. This means it can kill enemy units before reaching max beam, thus being trapped at the lower value. This can ironically lower the overall damage of the Void Ray. Strange, isn't it?
Void Rays are supposed to do more damage over time. Rather than charging up their laser, why not charge up the enemy unit? Devourers had a stacking debuff that caused enemy units do take extra damage. A similar mechanic may work for Void Rays.
It'd work like this: - VR attacks unit - Unit builds up "ion" charges or some such, which last a few seconds. - Each charge amounts to 0.5 - 1 more damage, and there would be 5-10 charges max. - Charges may or may not help other Protoss units as well (hello deathball).
Attack rate would be the biggest factor in how much damage a unit takes. Since Void Rays are one of the fastest attacking units for Protoss (1.67/sec) , they would naturally get the biggest returns from their own charge. Carriers are disappearing, so their 50 thousand attacks will be gone. The other big benefactors are the Phoenix and Sentry, which get 1.8 attacks(.9x2) and 1.0 attacks per second, respectively.
This is in an interesting way to do it. It keeps the voidrays primary mechanic (It does more damage if it continuously fires at a Single unit) but changes it from a charge that suddenly happens to a gradual ramping up of damage based on ion charges stacked on the enemy units. By making it a gradual thing, it will always have at least some effect(even though it will probably still be less useful as the game progresses), as opposed to now where where lategame charging simply doesn't happen at all. The unit stats would probably need a bunch of tweaking to fit the new mechanic, but if done right, I think it could end up being a better design for the mechanic.
One difference though is that this kind of voidray would never start off charged against a fresh unit, as you can with precharging now, but I think it could be balanced, and this could encourage voidray micro to attack higher hp units like it was designed to do. Currently, IF you can get charged up, specifically attacking high hp units isn't really a micro priority as much as killing things that could shoot down your charged voidrays so that they can keep doing charged up damage to everything. This new idea may encourage continued microing onto high hp units for maximum effectiveness.
It's an interesting idea, it has a lot of similarity to now, but plays out very differently. Certainly some intriguing food for thought on how to do the same thing in a different way.
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On May 10 2012 22:02 Fyrewolf wrote:Show nested quote +On May 09 2012 20:52 bobucles wrote: I think I see where this is coming from. When the Void Ray switches targets, it loses some of its charge. This means it can kill enemy units before reaching max beam, thus being trapped at the lower value. This can ironically lower the overall damage of the Void Ray. Strange, isn't it?
Void Rays are supposed to do more damage over time. Rather than charging up their laser, why not charge up the enemy unit? Devourers had a stacking debuff that caused enemy units do take extra damage. A similar mechanic may work for Void Rays.
It'd work like this: - VR attacks unit - Unit builds up "ion" charges or some such, which last a few seconds. - Each charge amounts to 0.5 - 1 more damage, and there would be 5-10 charges max. - Charges may or may not help other Protoss units as well (hello deathball).
Attack rate would be the biggest factor in how much damage a unit takes. Since Void Rays are one of the fastest attacking units for Protoss (1.67/sec) , they would naturally get the biggest returns from their own charge. Carriers are disappearing, so their 50 thousand attacks will be gone. The other big benefactors are the Phoenix and Sentry, which get 1.8 attacks(.9x2) and 1.0 attacks per second, respectively. One difference though is that this kind of voidray would never start off charged against a fresh unit, as you can with precharging now, but I think it could be balanced, and this could encourage voidray micro to attack higher hp units like it was designed to do. Currently, IF you can get charged up, specifically attacking high hp units isn't really a micro priority as much as killing things that could shoot down your charged voidrays so that they can keep doing charged up damage to everything. This new idea may encourage continued microing onto high hp units for maximum effectiveness.
That's fixed if you give that 'ion charge' to the voidray itself. It will gradually charge and it can still be pre-charged. I think letting other protoss units have benefit of the ion charge would be imba anyway (zealot + voidray = ??? profit!).
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