Void Rays - Totally awesome tricks. - Page 22
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Zlasher
United States9129 Posts
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Half
United States2554 Posts
On July 18 2010 05:52 Whole wrote: If it works with charging now, couldn't we go back to the old mechanic where it only worked uncharged. I could see charged fazing (grats on the name btw) being horribly broken, but uncharged fazing just makes Void Rays a viable early option. This. It working with charged is realllly broken, and less strategic, but the old mechanic was awesome. On July 18 2010 07:34 sikyon wrote: Damage on Void rays is now front loaded on the charge, specifically to prevent charge from building up like that. Edit: And therefore fazing works when charged now. Seriously Blizzard needs to stop "fixing" stupid crap that doesn't need fixing | ||
thesideshow
930 Posts
On July 16 2010 11:54 FaZe wrote: Dustin Browder called it fazing. Mission accomplished. =D Congrats!!!! | ||
RisingTide
Australia769 Posts
On July 19 2010 08:28 ZlaSHeR wrote: Good to know that thsi fucking glitch just made someone with every advantage and 7 racks fast expand fully pumping out marines can't stop 4 void rays and causes someone their spot in ITL. Especially considering the dev team said they were going to fix this and then we get to see people abusing it. Please don't make bad assumptions to attack another player. He obviously charged them on the rocks between the bases and kept the charge by attacking his own zealots. And are you really surprised that FOUR fully charged voidrays annihilated only un-upgraded marines that were trapped by forcefields and were attacking the zealots anyway. Use the unit tester to replicate the situation and you'll realise that rays do ridiculous amounts of damage even when attack moved, as they're supposed to. And I like Lz, but even ignoring the first game, he lost the second in an unequivocally fair match, so claiming that this glitch caused him to be eliminated is a gross exaggeration. | ||
Ouga
Finland645 Posts
Well, it's really good to see blizz is aware of this. I'm really sad if they haven't been able to fix this when retail comes, because losing to this is just beyond ridiculous. I've played 2k games of sc2 and while sometimes stuff feels imbalanced, it's different. This is obvious bug and not just overpowered. | ||
tsuxiit
1305 Posts
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Ouga
Finland645 Posts
On July 20 2010 09:54 tsuxiit wrote: Wouldn't it be possible with this glitch, if I understand it correctly, to design an AI to make a void ray switch targets like thousands of times per second and instantly kill everything in range? That would be so awesome. Sounds simple enough. A bit offtopic to question but if you had critical mass of VRs that are enough to oneshot every unit opponent has, I believe you could before fight rallypoint them to kill all opposing units. So let's assume he has relatively low hp units like mass marines, I believe in theory you could kill 50 marines in 1sec with like 6 VRs if you just queued targetswitches before battle ![]() | ||
sluggaslamoo
Australia4494 Posts
On July 17 2010 03:31 Skeyser wrote: Joke post? Fazing is ridiculously broken and needed to be fixed. See. This is why we can't have nice things. | ||
Hider
Denmark9341 Posts
I think when the game goes out, and most god protoss players will abuse the VR, and make it so that the terran never can scout wheter the protoss goes starport or gateways, the terran player will have do something like FE + mass marines early game with 2-3 bunkers, and get an early stim + combat shield. But the mass marine strat is very easily scouted, and the terran has a very little timing window before the protoss gets storm which pretty much owns mass marines. Probably the only thing the terran can do then is get some cloaked ghosts and EMP the HT before attacking when its late game, or just transistion into a mech force. | ||
TDC
United States197 Posts
On July 20 2010 22:40 Hider wrote: Its kind of overpowered now. Because terran cant really scout the starport as it can be hidden everywhere on the map. Mauraders have become almost useless in this MU as zealots+VR just owns a 50-50 composition of marine/mauruders. If you do the 1/1/1 build it seems that you dont have enough AA unless you get an initial viking out instead of the typical raven or banshee. And really against good protoss players it should be impossible to tell whether they are going 4gate allin/ 2gate/starport, or 3gate/robo, as they can hide the gates, or they could even start building 2 gates, then cancel them after the terran has scanned them, and bulding a startport immediately after. I think when the game goes out, and most god protoss players will abuse the VR, and make it so that the terran never can scout wheter the protoss goes starport or gateways, the terran player will have do something like FE + mass marines early game with 2-3 bunkers, and get an early stim + combat shield. But the mass marine strat is very easily scouted, and the terran has a very little timing window before the protoss gets storm which pretty much owns mass marines. Probably the only thing the terran can do then is get some cloaked ghosts and EMP the HT before attacking when its late game, or just transistion into a mech force. I don't think this is that over powered. the only advantage a protoss has is in the early game where he only has to focus on a few voidrays. you can't expect a protoss to be fazing in the middle of a big battle where it's more important to position units and cast spells. voidrays are easily countered by vikings, and hydralisks can deal with voidrays even with fazing cost efficiently at a realistic ratio. protoss is the race with the weakest air units, not that it's pure ground force is much stronger than terran's. Taking out all the micro element in SC2 will make the game easier for the newer players, but too boring at the professional level. | ||
sAfuRos
United States743 Posts
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Sylvr
United States524 Posts
On July 21 2010 04:25 sAfuRos wrote: Lol i tried this "fazing" and all that happened was that my VR's would alternate pointing directions without firing. I think i was clicking between the untis too fast...anyways, not as broken as i thought it would be. The targets have to be within a certain arc for it to be effective. If they're both in front of the VR, it will never stop shooting. | ||
Bub
United States3518 Posts
Nice depth on this though OP =] | ||
Bibdy
United States3481 Posts
On July 16 2010 11:54 FaZe wrote: Dustin Browder called it fazing. Mission accomplished. Someone's been going to sleep with a bigass smile on their face. | ||
tehemperorer
United States2183 Posts
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hopewellsmash
17 Posts
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Wr3k
Canada2533 Posts
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Jyvblamo
Canada13788 Posts
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RandomBS
United States130 Posts
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Half
United States2554 Posts
On July 20 2010 12:34 Ouga wrote: Sounds simple enough. A bit offtopic to question but if you had critical mass of VRs that are enough to oneshot every unit opponent has, I believe you could before fight rallypoint them to kill all opposing units. So let's assume he has relatively low hp units like mass marines, I believe in theory you could kill 50 marines in 1sec with like 6 VRs if you just queued targetswitches before battle ![]() Its capped at like twice per second. | ||
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