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Active: 1580 users

Void Rays - Totally awesome tricks. - Page 22

Forum Index > SC2 General
Post a Reply
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Zlasher
Profile Blog Joined February 2010
United States9129 Posts
Last Edited: 2010-07-18 23:51:58
July 18 2010 23:28 GMT
#421
hokay
Follow me: www.twitter.com/zlasher
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-07-18 23:31:29
July 18 2010 23:30 GMT
#422
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
Too Busy to Troll!
thesideshow
Profile Blog Joined May 2010
930 Posts
July 18 2010 23:33 GMT
#423
On July 16 2010 11:54 FaZe wrote:
Dustin Browder called it fazing. Mission accomplished.


=D Congrats!!!!
OGS:levelchange
RisingTide
Profile Joined December 2008
Australia769 Posts
July 18 2010 23:47 GMT
#424
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
Profile Joined March 2008
Finland645 Posts
July 19 2010 08:37 GMT
#425
Sigh. I figured that was a funny bug but when finally playing AGAINST this for first time I really exploded. This absolutely turns around any possible game if you have a chance to get even 6 VRs. They're just plain ridiculous, if normally 10corruptor vs 6 VR should be fair match? Think again, corruptors get to do one focusfire before they're all dead. Yes, that took <2sec. Fast mouse2clicking really ain't that hard that you should be awarded for this kind of "micro".

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
Profile Joined July 2010
1305 Posts
July 20 2010 00:54 GMT
#426
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.
Ouga
Profile Joined March 2008
Finland645 Posts
July 20 2010 03:34 GMT
#427
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 No cooldown should be abused easily with any sort of scripts.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
July 20 2010 12:53 GMT
#428
On July 17 2010 03:31 Skeyser wrote:
Show nested quote +
On July 17 2010 03:00 hacpee wrote:
You can tell right away that SC2 isn't going to be successful. Its going to be about as good as WC3, especially with blizzard micromanaging every aspect of the game that they don't like.


Joke post? Fazing is ridiculously broken and needed to be fixed.


See. This is why we can't have nice things.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
Last Edited: 2010-07-20 13:43:41
July 20 2010 13:40 GMT
#429
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.
TDC
Profile Joined May 2010
United States197 Posts
July 20 2010 18:56 GMT
#430
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.
Top 25 master league Toss http://www.sc2ranks.com/us/1253149/TDC
sAfuRos
Profile Joined March 2009
United States743 Posts
July 20 2010 19:25 GMT
#431
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.
sAfuRos // twitch.tv/sAfuRos // contact for coaching
Sylvr
Profile Joined May 2010
United States524 Posts
July 20 2010 20:30 GMT
#432
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
Profile Blog Joined June 2006
United States3518 Posts
July 20 2010 21:52 GMT
#433
I've actually found out about this on my own, and definitely noticed I could "clean up" faster using this "trick". It's neat.

Nice depth on this though OP =]
XK ßubonic
Bibdy
Profile Joined March 2010
United States3481 Posts
July 20 2010 21:57 GMT
#434
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
Profile Blog Joined June 2010
United States2183 Posts
July 20 2010 22:01 GMT
#435
gj FaZe, I have certainly called it FaZing when explaining it to my friends and have certainly found good use for it. I applaud your contribution and love that it shall be noted in the books as FaZing!
Knowing is half the battle... the other half is lasers.
hopewellsmash
Profile Joined June 2010
17 Posts
July 21 2010 18:57 GMT
#436
ok so for the first video swaping back and forth would this work for buildings as well? (my guess is yes but i am not 100%) and also does switching between two hydras or buildings charge up voidrays?
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
July 21 2010 23:56 GMT
#437
This is just animation canceling with void rays. I'm impressed that you noticed this though. Nearly double the damage output if you can't charge or are already charged.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
July 22 2010 00:02 GMT
#438
OP is kind of lucky that his name fits this trick so well. If I discovered something and called it jyvblamoing, it would never stick.
RandomBS
Profile Joined July 2010
United States130 Posts
July 22 2010 02:26 GMT
#439
day[9] just mentioned fazing in his king of the beta cast.. congrats op
"an intelligent zerg will go 2 hatch, my build was designed to take advantage of that and so lost because he went 3 hatch. going 3 hatch is utterly retarded for the reasons i just explained so yes i did lose because he did something dumb." -idra
Half
Profile Joined March 2010
United States2554 Posts
July 22 2010 02:27 GMT
#440
On July 20 2010 12:34 Ouga wrote:
Show nested quote +
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 No cooldown should be abused easily with any sort of scripts.


Its capped at like twice per second.
Too Busy to Troll!
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