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I DON'T HAVE BETA
Now that that is out of the way I ask you is the void ray good for the game. It is a unit that takes the glass cannon concept to the extreme. I've seen quite a few videos and streams where a player moves their army out and a few void rays attack the CC/Nex/Hatch when the army is nearly at the Protoss base. At this point the opponent has little to defend their base since they are focused on the attack and they normally louse their CC/Nex/Hatch making this push in most circumstances "do or die". Now I'm not saying that the void ray is (or isn't) overpowered, I can't begin to judge that without playing beta, but when watching a game that is going well for the attacking player able to do a lot of damage to P, but louse because their nearly game ending attack is a few units shy and they don't have much of a base left while P still has the Nexus and some production buildings nearly every time. This is rather anti-climatic to watch and feel like a cheap way to win.
In starcraft 1 their is nothing like this to deal with. No one unit could move in and take out buildings like this, or so early in the game. Even the might siege tank has to push toward you base to do anything and If you drop one in the back almost any unit in the game can attack it, but the void ray can only be attacked by a handful of units which leads to a match looking cheap (just think about how bad unscouted DTs suck).
So what I would like to know is your opinion of weather the void ray concept is at it's roots a bad unit for the game (note that I did not say it is terrible or overpowered), suggested changes to make it more game friendly are encouraged.
I personally feel that if the void ray "landed" (or maybe just got low enough so it could still attack over water) during the attack animation opening it up to ground attacks that it would be better for the game. Of course the stats would need some tweaking for balance.
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isn't it just like losing your nexus to a crackling drop? Just put up a couple towers
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I've done the same thing with banshees, which are also glass cannons. With cloak! I won two games (both against protoss) that way. I also won a ZvT game with brood lords, which for whatever reason (their stats aren't that great) so much better than guardians.
No, I don't think void rays should land. AtG is more powerful and GtA is less powerful compared to the first game, in order to keep air from sucking so much. People just have to get used to it. I've been beaten the same way (with void rays) and don't complain. Any race can do that.
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You've never been backstabbed by lurkers in tvz, clearly. Backstabs have been around since forever in sc and a void ray or 3 only require a very small amount of units to counter.
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Protoss definitely needs some way to cheese or harass other than a DT drop which is kinda ineffective now. That's where void rays play in.
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Most pushes (at this point in the beta, and especially from the Zerg player) *are* do or die; that's because these pushes are more of the spamfest/rush sort as opposed to a real push/feint; in short, they throw everything into it *and* they have poor economy management (basically, no bench/reserve). If the target stops the rush cold, then the would-be attacker is screwed, and screwed badly.
That is an example of smart DEFENSIVE Void Ray usage.
Offensively, the Void Ray units need Phoenix, Interceptor, or (later on) Arbiter and/or Carrier protection (Void Rays alone can be countered by Mutalisks/Ultralisks in the case of the Zerg, Banshees in the case of the Terrans, or Phoenix, Interceptors, or even Dragoons or Photon Cannons in PvP.). Relying on a single unit type, especially offensively, is almost ALWAYS a Bad Idea.
Why penalize a player for smart defense?
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guardians early game and they can also shoot air?? no way blizzard is that stupid rite???.........
LOLZ
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The Void Ray is basically the Reaper for the Protoss against buildings; incredibly easily countered if you foresee it. Just set up a Cannon/Tower/Spore, or keep some units back; it's sort of like defending against drops, really. If you can see it coming, they just wasted resources.
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eh, it's not really viable as a "Go to" strategy, because all the player has to do is leave a small bit around, and it's a total waste.
However, it does reward multitasking and out-thinking your opponent. I think it's fine, only reason it works is because there is no established history...
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On February 25 2010 07:12 PGHammer wrote: Most pushes (at this point in the beta, and especially from the Zerg player) *are* do or die; that's because these pushes are more of the spamfest/rush sort as opposed to a real push/feint; in short, they throw everything into it *and* they have poor economy management (basically, no bench/reserve). If the target stops the rush cold, then the would-be attacker is screwed, and screwed badly.
That is an example of smart DEFENSIVE Void Ray usage.
Offensively, the Void Ray units need Phoenix, Interceptor, or (later on) Arbiter and/or Carrier protection (Void Rays alone can be countered by Mutalisks/Ultralisks in the case of the Zerg, Banshees in the case of the Terrans, or Phoenix, Interceptors, or even Dragoons or Photon Cannons in PvP.). Relying on a single unit type, especially offensively, is almost ALWAYS a Bad Idea.
Why penalize a player for smart defense?
not to be mean but most of your post makes little to no sense, and many of the support units you say void ray needs don't even exist in sc2... but ya
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