• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:18
CET 13:18
KST 21:18
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool39Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 518 Radiation Zone The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Soulkey's decision to leave C9 JaeDong's form before ASL BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Ro24 Preview Pt1: New Chaos ASL21 General Discussion
Tourneys
[ASL21] Ro24 Group A [Megathread] Daily Proleagues ASL Season 21 LIVESTREAM with English Commentary [BSL22] Open Qualifiers & Ladder Tours
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
U4GM Tips Counter Enemy Gadgets Fast in Black Ops rsvsr How to Keep Reward Chains Rolling in Monopol u4gm What to Do First in MLB The Show 26 Spring
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10594 users

[D] State of the Void Ray - Page 2

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 All
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
Last Edited: 2013-01-18 16:23:20
January 18 2013 16:05 GMT
#21
On January 19 2013 00:59 summerloud wrote:
i dont think the timer is final, its prolly just a placeholder until they come up with a more elegant solution

while i can agree with voids being 4 supply i dislike the direction to even smaller armies, id be all for increasing the supply cap to 230 or 250 in order to push back the moment of maxing out a little bit


Protoss having the smallest armies fits the flavor of the race though. And Voids cost per supply was stupidly high before, way higher than even capital ships. 4 supply makes more sense for them, and makes them less useful when you just decide to mass them into a deathball.

I do agree a higher supply cap could be good though, if only because it would add more benfit to taking more than 3 bases, and the more people spread out across many bases across the map the more multitask and splitting your forces to engage at different points becomes important. Keeping your entire force in one bigass deathball leaves you more and more vulnerable to counterattack the more bases there are.
He drone drone drone. Me win. - ogsMC
gedatsu
Profile Joined December 2011
1286 Posts
January 18 2013 16:39 GMT
#22
I think Void rays are going entirely the wrong way, and have been for a while. With the superbeam on demand, they are way too general purpose and strong. It is probably better to remove them imo. Carriers should be the go-to general purpose Protoss air choice.
UltiBahamut
Profile Joined October 2010
United States102 Posts
Last Edited: 2013-01-18 16:49:18
January 18 2013 16:47 GMT
#23
Personally, while i didn't realize that they gained 8 range while charged i always thought that the reason why people don't pull back, myself included, is because when i engage mid game with like a roach/hydra push i am doing that push because it is a timing type push. i just finished speed/+1 w/e and i need to push before the tech of protoss gets to much for my roach/hydra. So if i engage and pull back then that is giving him a lot more time to get out a few more void rays or a round of gateway units, and if he does get a few more voids out then they will have the charge up ability as well.

That is why i never pull back, my push almost always requires me to deal damage so i have to engage at some point whether he is charged or not.

I also havn't seen the timer yet So i can't really comment on that but i don't really mind how the void rays are currently, but late game skytoss is unbeatable for me as a zerg. (I don't know if other zergs have found out how to beat it ) So any sort of nerf to it is good in my personal opinion.
"Thats Halo, Dont worry" Huk
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
January 18 2013 16:52 GMT
#24
On January 19 2013 01:47 UltiBahamut wrote:
Personally, while i didn't realize that they gained 8 range while charged i always thought that the reason why people don't pull back, myself included, is because when i engage mid game with like a roach/hydra push i am doing that push because it is a timing type push. i just finished speed/+1 w/e and i need to push before the tech of protoss gets to much for my roach/hydra. So if i engage and pull back then that is giving him a lot more time to get out a few more void rays or a round of gateway units, and if he does get a few more voids out then they will have the charge up ability as well.

That is why i never pull back, my push almost always requires me to deal damage so i have to engage at some point whether he is charged or not.


Void Ray charge lasts 20 seconds and has a cooldown of 60 seconds. It takes a Void 60 seconds to build, 40 seconds with chrono. So if you pull back when charge is triggered and rengage when it wears off, around 20 seconds will have passed, which isn't enough time for even one more Void to be built. At that point you'll have about a minute where he doesn't have charge, and even if another Void does finish in that time it will still need to fly over to reinforce. I think you're overestimating how much Protoss is able to do in the 20 seconds that you disengage while he's charged.
He drone drone drone. Me win. - ogsMC
Emuking
Profile Joined June 2012
United States144 Posts
January 18 2013 16:57 GMT
#25
i like what OneGoal did with the voidray by making it a zoning unit.
When you want to succeed as bad as you want to breath, then you'll be successful.
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 18 2013 17:25 GMT
#26
I wish they would revert all the changes they made to the Voidray. Personally I liked the idea of having a unit that does overkill but not in the regular way, so the micro to prevent this overkill (Voidray not charging) was fairly unique. And I found it fairly easy to charge Voidrays in Wings. On the other hand Voidrays in Wings are overpowered, so this might be why I liked them so much.
Supply wise (the 3 supply) nothing could really beat them except if you clumped against AoEs or had tons of Marines in your army (Zerg ones included).

The charge on a button, for me was a nerf alongside with making this unit boring. Also can't understand the timer as it was really easy to see if they are charged.
Always said they are a 4 supply unit so nothing suprising for me and better then changing anything else on them.

For the extended range. Yes I think Blizzard forgot about this, with simple Voidray move (not a-move) micro you can keep the opponent for ages in range before they are able to leave it. So retreating medium speed units will get you alot of losses.
But removing it without buffing them would not work as range 6 is to low for this slow air unit. Vikings would be having a field day against them. Phoenix could even kite them. Corrupters could blob up and hit and run, while Fungal prevents Voids from doing the same.
Also Voids are supposed to counter Corrupters, so building Corrupters against Voids should only work if you can outmass them before they get their critical mass.
In any case I would prefer the extended Range over a flat range of 7. It works really well together with the front mounted attack of it making it an offensive air unit that wants to be as close as possible. While the Carrier does the opposite in attacking and staying on max range.

For me the Voidray is slowly becoming a second Corruptor. A unit where you have to press a button when they fight to increase their damage. (like corruption)
But this is more a result of the majority paying more attention to macro instead of micro. So Blizzard will have to adapt the micro units to be easier to control.
Sabu113
Profile Blog Joined August 2009
United States11076 Posts
January 18 2013 19:27 GMT
#27
On January 18 2013 22:38 KrazyTrumpet wrote:
Void Rays are still way way way too strong against stalkers, which has the side effect of making anything but "making more void rays than the other guy" be a losing strategy in PvP.

Something like the proposed change would help, but the damage really needs to be addressed. I feel like we did this in WoL already...lol


Stalkers are just terribly weak units. Mutas crush them even.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Emuking
Profile Joined June 2012
United States144 Posts
January 18 2013 19:39 GMT
#28
In every matchup if you deathball fight, and you try to leave the fight; you just end up losing a little while later because you take so much damage trying to disengage thanks to the liquidlike movement of armies. Critical mass games occur too often in sc2.
When you want to succeed as bad as you want to breath, then you'll be successful.
i)awn
Profile Joined October 2011
United States189 Posts
January 18 2013 19:51 GMT
#29
I really don't like the timer. Maybe add an animation if the ability is ready, the timer is lame. As for the extended range I'm afraid it's quite needed for the current design to work otherwise it'll be too easy to dodge that charge up time. Maybe reducing the cooldown of the ability will make it work .. I'm not sure.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2013-01-18 20:38:28
January 18 2013 20:37 GMT
#30
On January 19 2013 04:27 Sabu113 wrote:
Show nested quote +
On January 18 2013 22:38 KrazyTrumpet wrote:
Void Rays are still way way way too strong against stalkers, which has the side effect of making anything but "making more void rays than the other guy" be a losing strategy in PvP.

Something like the proposed change would help, but the damage really needs to be addressed. I feel like we did this in WoL already...lol


Stalkers are just terribly weak units. Mutas crush them even.


Yeah, but it's the only Protoss option for AA until Archons, and even Archons suck against Void Rays. Before Void Rays got their super armor melting beam of amazeballs, stalkers would actually be able to defend find against Void Rays cost effectively. Now, though, the fights are always HEAVILY in favor of the Void Rays unless you outnumber the ever loving crap out of the Void Rays. This is definitely possible in the early part of the game before too many Void Rays are out, but later on it's just not practical. This makes anything other than Stargate play almost an auto loss.

On January 19 2013 04:51 i)awn wrote:
I really don't like the timer. Maybe add an animation if the ability is ready, the timer is lame. As for the extended range I'm afraid it's quite needed for the current design to work otherwise it'll be too easy to dodge that charge up time. Maybe reducing the cooldown of the ability will make it work .. I'm not sure.


Yeah, I wish it would turn the beam red or something. It would still be obvious, without looking stupid like a timer above the unit.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
mantequilla
Profile Blog Joined June 2012
Turkey781 Posts
Last Edited: 2013-01-18 20:50:06
January 18 2013 20:49 GMT
#31
I think flatting the range to 6 may just lead to useless old void rays. You engage with roaches, voids charge up and you retreat. Now what? It's over. Not much an interesting and intensive micro battle.
Age of Mythology forever!
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2013-01-18 21:27:12
January 18 2013 21:25 GMT
#32
Previously, Void Rays cost 84 minerals and 50 gas per 1 supply...which was much higher than even capital ships, and in mineral cost per supply was actually the highest in the game.

Wrong!! Ghosts and Banelings cost 100M / 50G per 1 supply.

Other than that I am not so sure about your idea, I see no major harm in it, so I would like to see how it affects hit and run away until the cooldown hits tactics. But I don't think its necessary, since Void Rays are fairly slow, unlike Marines and Marauders (who have a similar mechanic).
_Synx_
Profile Joined January 2013
Netherlands2 Posts
January 18 2013 22:01 GMT
#33
On January 19 2013 05:37 KrazyTrumpet wrote:
Yeah, I wish it would turn the beam red or something. It would still be obvious, without looking stupid like a timer above the unit.


Or that the animation is the current fully charged version of the Void rays attack, while the normal attack looks like the middle (the actual weapon) beam only. The animation are already in game and its pretty easy to see the difference.

On January 19 2013 05:49 mantequilla wrote:
I think flatting the range to 6 may just lead to useless old void rays. You engage with roaches, voids charge up and you retreat. Now what? It's over. Not much an interesting and intensive micro battle.


Not entirely roaches and rays got the same speed so when your retreating the rays should atleast be able to pick off the roaches at the end, and if they can cut off the roaches a bit even a couple more. But you might be on something do, if the leach range is removed it could lose a lot of his damage and potential when the ability is on cooldown on faster moving units. Rays where always a good unit to snipe of some extra units when the enemy is retreating even in WoL. The rays damage is for his cost not extremely high outside of his cd and with nerfing the leach range you are indirect nerfing the damage outside of the cooldown too. I think a solution should be found with the ability and not the the supply/leach range of the Void ray.


Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#79
WardiTV287
OGKoka 163
Rex71
IntoTheiNu 12
Liquipedia
Afreeca Starleague
10:00
Ro24 Group A
Sharp vs Scan
Rain vs Mong
Afreeca ASL 9639
StarCastTV_EN234
LiquipediaDiscussion
Replay Cast
09:00
WardiTV Mondays #75
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko338
OGKoka 163
Harstem 158
ProTech127
Rex 71
LamboSC2 42
MindelVK 20
StarCraft: Brood War
Calm 16527
Flash 6548
Bisu 4362
Horang2 2383
Jaedong 1484
BeSt 813
Hyuk 722
Light 395
Stork 343
Pusan 299
[ Show more ]
Zeus 272
Larva 167
Leta 149
Snow 100
PianO 93
Rush 87
ToSsGirL 60
Killer 60
Nal_rA 56
Backho 54
NotJumperer 48
Sea.KH 43
Shinee 26
yabsab 23
Hm[arnc] 22
Icarus 19
Bale 18
GoRush 17
Noble 14
Terrorterran 14
Movie 11
soO 10
IntoTheRainbow 8
zelot 5
[sc1f]eonzerg 5
ajuk12(nOOB) 5
Dota 2
Gorgc3486
Counter-Strike
fl0m1969
olofmeister1579
byalli163
Super Smash Bros
Westballz8
Other Games
singsing1363
B2W.Neo641
XBOCT498
shoxiejesuss289
crisheroes236
hiko219
Sick147
Mew2King43
ArmadaUGS31
Organizations
StarCraft: Brood War
UltimateBattle 247
Dota 2
PGL Dota 2 - Main Stream66
StarCraft: Brood War
lovetv 23
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Monday Night Weeklies
4h 42m
Sparkling Tuna Cup
21h 42m
Afreeca Starleague
21h 42m
Soulkey vs Ample
JyJ vs sSak
Replay Cast
1d 20h
Afreeca Starleague
1d 21h
hero vs YSC
Larva vs Shine
Kung Fu Cup
1d 22h
Replay Cast
2 days
KCM Race Survival
2 days
The PondCast
2 days
WardiTV Team League
2 days
[ Show More ]
Replay Cast
3 days
WardiTV Team League
3 days
RSL Revival
4 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
4 days
Platinum Heroes Events
5 days
BSL
5 days
RSL Revival
5 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
5 days
BSL
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
Light vs Calm
Royal vs Mind
Wardi Open
6 days
Liquipedia Results

Completed

Proleague 2026-03-22
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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