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Void Rays - Totally awesome tricks. - Page 14

Forum Index > SC2 General
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PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 06 2010 06:38 GMT
#261
Yeah This technique literally only works with Void Rays that are not charged.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 06 2010 09:17 GMT
#262
On July 06 2010 08:55 kNyTTyM wrote:
Show nested quote +
On July 06 2010 07:39 FabledIntegral wrote:
On July 06 2010 07:22 kNyTTyM wrote:
On July 06 2010 07:02 FabledIntegral wrote:
On July 06 2010 06:59 kNyTTyM wrote:
On July 06 2010 06:15 EliteAzn wrote:
The issue isn't void rays killing off workers quickly, it's void rays killing off units that are supposed to do well it against them quickly.

Just by watching the first video, 2 hydras aren't supposed to go down that quickly against 2 void rays....thus this ability/exploit pretty much make void ray rushes/proxy void rays almost unstoppable.

*Edit: "Unstoppable" was a poor choice in wording...but hopefully you get the point....However the micro'ing will be tedius for the toss player.


That first sentence bothers me. The "hard counter" system has been criticized a ton and little micro tricks like this can aid in making units more versatile.

How are void ray rushes that much stronger then before? In what scenario would this be over powered?


Erm... because this trick seems like it'd be stronger against smaller number of units? If you have 2 voidrays facing 3 hydras, you can take them down quicker, etc.


3 hydralisk + 2 queens. If you lost queens beforehand you are most likely going to be way behind in the transition. Also the voids will be heavily damaged.
Now try 3 hydra + 2queen vs 2 voids. Does the fazing do much?


You can't just assume that'll be the case in all scenarios (that unit composition). For example, what if they first void ray caught the Zerg off guard (aka almost always does), and the first queen is sniped before the second can arrive (aka, a map like Desert Oasis, where it takes the Queen forever). First queen can't run because void ray attacks while moving. So the first void ray kills both queens, then recharges it's shields, second void ray arrives while 3 hydras hatch from the main hatch, etc.


If this situation occurs, the microing really doesn't make that much of a difference because zerg is basically going to die.
First off on a map like desert oasis you should be connecting creep faster then usual and have a 3rd queen. Maps with far naturals (desert, scrap) are big void ray maps so the third queen should be integrated into your strategy especially. Maps with closer positions allow queens to unite fast and the third queen isn't as pivotal.

If you don't have the 3rd queen and the creep isn't connected you die so the micro doesn't even matter. He gets control of your base before hydralisks come out. 2 charged void rays will tear through your 3 hydralisks and you are screwed. So the situation you describe is a losing position with or without this technique


You're avoiding the point - you asked how it would be a stronger rush. It is nonetheless. Whether or not you should "be prepared" is irrelevant to if it is stronger or not.
lovewithlea
Profile Joined March 2010
168 Posts
July 06 2010 13:57 GMT
#263
made some tests. 4 voids win vs 14 battleshield marines with fazing about 2-3 VRs left, while 4+ are left of the marines without fazing.


this is nuts
Firoso
Profile Joined July 2010
3 Posts
July 06 2010 14:00 GMT
#264
wondering if this works with other "beam" weapon types? anyone wanna check out mr. sentry? ^_^
Firoso
Profile Joined July 2010
3 Posts
July 06 2010 14:01 GMT
#265
Just tested this with a script in the map editor phasing as fast as possible, it's pretty rofl to watch 2 VR's pop 20 marines.
DC Elite
Profile Joined May 2010
United States152 Posts
July 06 2010 14:03 GMT
#266
I cant wade through all the text, but we are sure other instant attacking units dont work like this? The only other instant damage unit i can think of is the siege tank, which would be ridic...
InTriX
Profile Joined July 2010
United Kingdom149 Posts
July 06 2010 14:08 GMT
#267
On July 06 2010 23:03 DC Elite wrote:
I cant wade through all the text, but we are sure other instant attacking units dont work like this? The only other instant damage unit i can think of is the siege tank, which would be ridic...


Its not just the fact it has instant damage, the void ray is the only unit which has 0 cooldown after its attack.
Life is Not worth Dying for.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 06 2010 14:09 GMT
#268
this makes the voidray better at what the voidray stinks hard at, which is to straight up fight with his low beam. in a real game u could potentially kill 2-4 marines easier but in reality the voidray is better off flying away

theres no need at all for blizzard to remove this, its an awesome trick but it wont cause a problem in the balance
Progamerpls no copy pasterino
imPERSONater
Profile Blog Joined April 2010
United States1324 Posts
July 06 2010 14:23 GMT
#269
This just further reinforces the fact that I want to main protoss in Phase 2 of beta. Get some better mechanics going and then have more opportunities at interesting micro than my current use of zerg.
Fan of: IdrA, Sen, Stephano, Snute, Axlav, Hero
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 06 2010 14:40 GMT
#270
This explains why Void Rays have always been so freaking hard to deal with if your enemy gets a handful of them. I think it's an interesting dynamic that the faster they're killing units the more their DPS goes up.

@imPERSONater Yeah it's disappointing that Zerg seems to be void of neat tricks and opportunities like this, but oh well.
Logo
TheFinalWord
Profile Joined May 2010
Australia790 Posts
July 06 2010 14:51 GMT
#271
This has probably been asked. I know that clicked between 2 units doesn't increase damage beyond a certain speed, but what if you change targets to a whole line of units? If you got a void ray and somehow managed to right click on 10 different enemies in a second, would they all take damage? or is there a limit to how fast it can switch targets?
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-06 15:35:06
July 06 2010 14:52 GMT
#272


a small clip i made to demonstrate fazing and how freaking good ai bots can do it, at one point it reached up to 8 attacks in 1 second while i can max do 4-5 :p
sry for the quality being sucky,cant change to windowed mode when playing custom maps without bnet 2


heres another demonstration i made (even worse quality<3) to show how distance doesnt matter in attack speed, only that angle does.
stacking and being in a line gave almost same results while surrounding attacked alot slower.
circle gave 4-5 attacks per second
line 5-8 attacks per second
stack 6-8 attacks per second

now remember players wont be able to do this as good as ai bots even how much they practice, they can reach almost optimal results but its close to impossible thats why i hope blizzard keeps this because its totally baller to see voidray control now ^^ after it got range nerf the kiting got pretty much removed and there was no micro left but now this is in the game and it should create for some interesting micro scenarios

On July 06 2010 23:51 TheFinalWord wrote:
This has probably been asked. I know that clicked between 2 units doesn't increase damage beyond a certain speed, but what if you change targets to a whole line of units? If you got a void ray and somehow managed to right click on 10 different enemies in a second, would they all take damage? or is there a limit to how fast it can switch targets?

to change target takes a small duration of time, about 0.1 sec but the weapon requires that u look at the enemy when taking initial attack so if u line up 10 marines around the voidray it will take some time for him to turn around while if u put 10 supply depots in a line that pushes out of the voidray and it can attack all supply without moving then ye i think it can attack 10~ attacks in a second, maybe a little less :p its all about how spread out the opponent is
Progamerpls no copy pasterino
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 06 2010 15:20 GMT
#273
On July 06 2010 23:52 MorroW wrote:
to change target takes a small duration of time, about 0.1 sec but the weapon requires that u look at the enemy when taking initial attack so if u line up 10 marines around the voidray it will take some time for him to turn around while if u put 10 supply depots in a line that pushes out of the voidray and it can attack all supply without moving then ye i think it can attack 10~ attacks in a second, maybe a little less :p its all about how spread out the opponent is


Oooh, that seems like it's going to be a fun dynamic going forward. The Void Rays are clicking to change targets while the enemy units are jockeying to surround the void rays and minimize its damage.

If Blizzard changes this (which they shouldn't, at least not yet) I hope they just increase the turning time of the void ray or add a delay when switching that's less than the time it takes for the void ray to attack again on a single target. Either way switching should remain the better way of dealing with multiple targets.
Logo
Kakisho
Profile Joined January 2010
United States240 Posts
Last Edited: 2010-07-06 16:54:02
July 06 2010 15:31 GMT
#274
Cold wind, chilling.
Calamity
Profile Joined June 2010
Canada161 Posts
Last Edited: 2010-07-06 16:34:54
July 06 2010 16:02 GMT
#275
On July 06 2010 23:52 MorroW wrote:
+ Show Spoiler +
http://www.youtube.com/watch?v=DZKL7PS7lIg


a small clip i made to demonstrate fazing and how freaking good ai bots can do it, at one point it reached up to 8 attacks in 1 second while i can max do 4-5 :p
sry for the quality being sucky,cant change to windowed mode when playing custom maps without bnet 2

+ Show Spoiler +
http://www.youtube.com/watch?v=VN14Nyk18lk

heres another demonstration i made (even worse quality<3) to show how distance doesnt matter in attack speed, only that angle does.
stacking and being in a line gave almost same results while surrounding attacked alot slower.
circle gave 4-5 attacks per second
line 5-8 attacks per second
stack 6-8 attacks per second

now remember players wont be able to do this as good as ai bots even how much they practice, they can reach almost optimal results but its close to impossible thats why i hope blizzard keeps this because its totally baller to see voidray control now ^^ after it got range nerf the kiting got pretty much removed and there was no micro left but now this is in the game and it should create for some interesting micro scenarios

Show nested quote +
On July 06 2010 23:51 TheFinalWord wrote:
This has probably been asked. I know that clicked between 2 units doesn't increase damage beyond a certain speed, but what if you change targets to a whole line of units? If you got a void ray and somehow managed to right click on 10 different enemies in a second, would they all take damage? or is there a limit to how fast it can switch targets?

to change target takes a small duration of time, about 0.1 sec but the weapon requires that u look at the enemy when taking initial attack so if u line up 10 marines around the voidray it will take some time for him to turn around while if u put 10 supply depots in a line that pushes out of the voidray and it can attack all supply without moving then ye i think it can attack 10~ attacks in a second, maybe a little less :p its all about how spread out the opponent is


I've posted this before and if there is no delay in fazing, and a player could change the targets in less than 0.1 sec, it would render a fully charged void ray useful for naked buildings and naked units.

Fazing:
5 * 0.1 = 50 DPS

Level 3 Fully Charged Void Ray Damage:

Against Non-Armored Units:
Stage 3: 10(+1) dmg / 0.6sec = 16.67 dps (+1.67 per upgrade)
Against Armored units:
Stage 3: 25(+3) dmg / 0.6sec = 41.67 dps (+5.00 per upgrade)
*Taken from liquipedia*

As you can see, fazing with non-armored units like the marine is already doing 3 times the damage output of a fully charged beam. It's no wonder why the hydras and marines fell so quickly to fazing. If I was facing a protoss with a fast void, I would need to either get a reactored rax to pump out marines or a quick viking. If I don't do any of those, if he's able to faze well, he'll crush my small marine defense, and then my scvs :O! Where as without fazing, I would probably win with a maybe 4 - 5 marines.

If done correctly, a mass of siege tanks, thors, roaches, ultras, vikings, corruptors, slow brood lords, depots, buildings, will fall extremely fast to faze if they're CLUMPED together. If fact if a person could click in under 0.1 sec, fazing would be stronger than a fully upgraded beam which damage output suffers with the need of 13 attacks doing 5 damage at stage 1 and 2. Fazing the damage output starts when you begin switching between units.

I am not saying that fazing is imba, NO IT'S NOT IMBA . In fact, people would need to spread out their units as if it was a baneling mass to lower the damage done. I do like this ability to micro to get a reward of extra damage. More importantly, it breaks this idea of "hard counters" and such. With great micro, void rays now don't lose to marines or hydras (which are meant to counter them) What I want to know is if any other of the races have a unit like it.
Betaaaa!!!!!!!!!!!
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
July 06 2010 16:21 GMT
#276
As a zerg player the void ray is my sworn enemy but I LOVE this mechanic. If it makes void rays op at higher levels I think there should be stat nerfs, but for gods sake keep micro tricks like this.
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
July 06 2010 16:32 GMT
#277
On July 06 2010 22:57 lovewithlea wrote:
made some tests. 4 voids win vs 14 battleshield marines with fazing about 2-3 VRs left, while 4+ are left of the marines without fazing.


this is nuts


I don't remember VR cost, how does 4 VRs compare to 700 min + upgrade costs?
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-06 16:45:30
July 06 2010 16:39 GMT
#278
On July 07 2010 01:02 Calamity wrote:
Show nested quote +
On July 06 2010 23:52 MorroW wrote:
+ Show Spoiler +
http://www.youtube.com/watch?v=DZKL7PS7lIg


a small clip i made to demonstrate fazing and how freaking good ai bots can do it, at one point it reached up to 8 attacks in 1 second while i can max do 4-5 :p
sry for the quality being sucky,cant change to windowed mode when playing custom maps without bnet 2

+ Show Spoiler +
http://www.youtube.com/watch?v=VN14Nyk18lk

heres another demonstration i made (even worse quality<3) to show how distance doesnt matter in attack speed, only that angle does.
stacking and being in a line gave almost same results while surrounding attacked alot slower.
circle gave 4-5 attacks per second
line 5-8 attacks per second
stack 6-8 attacks per second

now remember players wont be able to do this as good as ai bots even how much they practice, they can reach almost optimal results but its close to impossible thats why i hope blizzard keeps this because its totally baller to see voidray control now ^^ after it got range nerf the kiting got pretty much removed and there was no micro left but now this is in the game and it should create for some interesting micro scenarios

On July 06 2010 23:51 TheFinalWord wrote:
This has probably been asked. I know that clicked between 2 units doesn't increase damage beyond a certain speed, but what if you change targets to a whole line of units? If you got a void ray and somehow managed to right click on 10 different enemies in a second, would they all take damage? or is there a limit to how fast it can switch targets?

to change target takes a small duration of time, about 0.1 sec but the weapon requires that u look at the enemy when taking initial attack so if u line up 10 marines around the voidray it will take some time for him to turn around while if u put 10 supply depots in a line that pushes out of the voidray and it can attack all supply without moving then ye i think it can attack 10~ attacks in a second, maybe a little less :p its all about how spread out the opponent is


I've posted this before and if there is no delay in fazing, and a player could change the targets in less than 0.1 sec, it would render a fully charged void ray useful for naked buildings and naked units.

well my vod vs stacked supply depot demonstrates that the absolute maximum attacks per second is 8 which is 0.125attack/s (40dmg/sec) (32dmg/sec vs structures cause of armor)
and now stacked buildings cant exist in a melee game and players wouldnt be able to change targets(^^) so that would force the voidray to be in exact same line as the target structures to reach this amount of damage, even an inch wrong direction and ull drop 3~ attacks per second(12dps~)

so all and all it takes a huge chunk of skill to make fazing a real threat against marines and compete with fully charged with fazing. even if u got optimal micro its arguable if the fazing is worth money-wise with 1 voidray vs 3+ marines, vs 2 marines its probably very effective
Progamerpls no copy pasterino
ultratorr
Profile Joined June 2010
Canada332 Posts
July 06 2010 16:56 GMT
#279
I think this feature is fine as long as it is in the unit description so that everyone knows about it. It would suck for someone to lose to this and think it's a bug in the game that people are abusing, and then think the game sucks.
Kakisho
Profile Joined January 2010
United States240 Posts
July 06 2010 16:57 GMT
#280
Fazing works because there is a low startup cooldown and a large after-animation which can be canceled into another attack. Similar to 'orb walking' in Warcraft 3 where you can cancel the last part of an attack's animation so the unit is idle and ready to move or shoot another.

Then wouldn't that mean you could faze single units. Without having to change targets?

All you'd have to do is attack, stop, attack stop. In a fashion so each attack would hit, but stop immediately afterwards. The reason why this should work is because it's the exact same process as with fazing two units. You'd attack, and when you attack a different unit, the original attack is stopped, and you attack again before the animation's cooldown would've been over, had you never canceled it. This allows you to get multiple hits in, faster, which is why fazing has a higher damage output.

Is this correct?
Cold wind, chilling.
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