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Void Rays - Totally awesome tricks. - Page 3

Forum Index > SC2 General
Post a Reply
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7mk
Profile Blog Joined January 2009
Germany10157 Posts
Last Edited: 2010-07-05 10:49:25
July 05 2010 10:47 GMT
#41
woa this is really cool
I agree, dont change this blizzard!

edit: ah too bad it doesnt work with charge
beep boop
HezzerBoy
Profile Joined May 2010
Canada59 Posts
July 05 2010 10:47 GMT
#42
On July 05 2010 19:35 HezzerBoy wrote:

There is only so fast u can do it as well, if you click really super fast u won't damage anything. Also once charged there is a delay when changing targets so it no longer works.

I say leave it its cool.


I dunno if anyone noticed this... but i tested it and its not as strong as everyone is making it out to be.
-FTW
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-07-05 10:49:27
July 05 2010 10:48 GMT
#43
Uh, this completely needs to be fixed immediately. You can easily write a macro that can click between two units as many times as the game physically allows in a second, insta-killing them. I haven't tried it, but if it truly scales with click speed, this would be a serious problem.
vileEchoic -- clanvile.com
7mk
Profile Blog Joined January 2009
Germany10157 Posts
July 05 2010 10:49 GMT
#44
On July 05 2010 19:48 iEchoic wrote:
Uh, this completely needs to be fixed immediately. You can easily write a macro that can click between two units as many times as the game physically allows in a second, insta-killing them. I haven't tried it, but if it truly scales with click speed, this would be a serious problem.


read the comments in this thread
beep boop
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
July 05 2010 10:50 GMT
#45
WOW. This will surely be patched, but until it does voidrays just got a huge buff in my eyes
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
HezzerBoy
Profile Joined May 2010
Canada59 Posts
Last Edited: 2010-07-05 10:52:39
July 05 2010 10:51 GMT
#46
On July 05 2010 19:49 7mk wrote:
Show nested quote +
On July 05 2010 19:48 iEchoic wrote:
Uh, this completely needs to be fixed immediately. You can easily write a macro that can click between two units as many times as the game physically allows in a second, insta-killing them. I haven't tried it, but if it truly scales with click speed, this would be a serious problem.


read the comments in this thread


not to mention illegal and get your shit banned, also most u can do is double damage cuz if its faster clicking it will just not hit anything.
-FTW
Chroniel
Profile Joined July 2010
Germany46 Posts
July 05 2010 10:52 GMT
#47
Can't test this right now so I'm just assuming - but this should work on sentries as well right? (Or even a combination of both)
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
July 05 2010 10:52 GMT
#48
The damage done by this trick does not scale with the speed of your clicking.

What's actually happening is that the attack is being 'split' into two, targetting the two hydras. The problem is, when it's 'split' the damage itself isn't being split so it deals full damage to the two hydras. But it only attacks them both once per 0.6 seconds (the cooldown).

So while it still does twice the amount of damage it should be doing, it most certainly does not scale with click speed. That's why all three hydras die at the same time in the video.
lalala
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-07-05 10:54:21
July 05 2010 10:53 GMT
#49
On July 05 2010 19:49 7mk wrote:
Show nested quote +
On July 05 2010 19:48 iEchoic wrote:
Uh, this completely needs to be fixed immediately. You can easily write a macro that can click between two units as many times as the game physically allows in a second, insta-killing them. I haven't tried it, but if it truly scales with click speed, this would be a serious problem.


read the comments in this thread


I read the comments, the OP said it scales, I haven't seen proof either way yet.

Edit: above post was more helpful than this one, thanks.
vileEchoic -- clanvile.com
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
Last Edited: 2010-07-05 10:58:21
July 05 2010 10:55 GMT
#50
wow I can't believe how many of you said you want this to remain in the game?

This is basically the identical situation that happened with reavers in SC1 where they were missing the cooldown when they unloaded from shuttle. Sure it sounds fun, but when every game involving P starts becoming Void Ray gayness it won't be fun anymore.

Plus, this is like many times more Imba than the reaver bug was, coz you can do it by simply spamming right click. Reaver+Shuttle at least demanded some more mechanical skills and didn't have as much potential if you wanted to mass them.

I want this out of the game the first chance possible.

EDIT: assuming this scales as APM goes up, like OP said.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
Last Edited: 2010-07-05 10:58:17
July 05 2010 10:57 GMT
#51
On July 05 2010 19:24 Psychopomp wrote:
Show nested quote +
On July 05 2010 19:13 Puosu wrote:
Using the trick will not allow the void rays to charge up, they however can keep the charge if they've already charged up somewhere else. This pretty much balances this and makes it a trick that needs a lot of work for good execution, Blizzard has no reason to "fix" this before someone is able to use it in an imbalanced way.

We don't need patrol micro or mutalisk stacking when we have all kinds of new tricks. In a few years there will be so many cool things we can't even imagine of at this point.

Charging up on a refinery is "a lot of work?" I'm all for neat tricks coming from bugs, but if this stays in it's probably going to ruin the metagame.

DOH!
On July 05 2010 19:36 Duelist wrote:
Show nested quote +
On July 05 2010 18:59 Klive5ive wrote:
If you charge the beams up first can you "faze" at full power?
Sounds awesome though; DON'T change this Blizz.

If the unit is OP just increase the cost or something.


Yeah because 250-150 and 140s is not expensive enough......

Expense is relative to the power of the unit.
If the unit is shown to be much more powerful than expected; either it needs to be less powerful or more expensive. This should be obvious.
Don't hate the player - Hate the game
HezzerBoy
Profile Joined May 2010
Canada59 Posts
Last Edited: 2010-07-05 10:59:46
July 05 2010 10:58 GMT
#52
On July 05 2010 19:55 niteReloaded wrote:
wow I can't believe how many of you said you want this to remain in the game?

This is basically the identical situation that happened with reavers in SC1 where they were missing the cooldown when they unloaded from shuttle. Sure it sounds fun, but when every game involving P starts becoming Void Ray gayness it won't be fun anymore.

Plus, this is like many times more Imba than the reaver bug was, coz you can do it by simply spamming right click. Reaver+Shuttle at least demanded some more mechanical skills and didn't have as much potential if you wanted to mass them.

I want this out of the game the first chance possible.


There is nothing to suggest that this is imbalanced in any way. Leave it until there is any evidence of it being so......

Edit: Also there is people that have been aware of this for quite sometime while beta was still up.
-FTW
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
July 05 2010 11:00 GMT
#53
since zerg players nowadays are relying solely on their queens to defend any early voidray shenanigans, considering its usually small # skirmishes (eg, 1-3 voids against 2-5 queens), this trick changes that dynamic maaaaassively, will be interesting to see how zergs have to respond now.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Barook
Profile Joined July 2010
Germany143 Posts
July 05 2010 11:03 GMT
#54
On July 05 2010 19:10 Grokken wrote:
As soon as you have enough voidrays to one-shot workers you can kill the entire enemy mineral line in less than one second by shift-queuing.

I was thinking about the same thing. But the critical mass is quite high:

Against Probes and Drones, you need:
- 8 VRs with +0 air weapons
- 7 VRs with +1 air weapons
- 6 VRs with +2 air weapons

Against SCVs, you need:
- 9 VRs with +0 air weapons
- 8 VRs with +1 air weapons
- 7 VRs with +2 air weapons

Seems interesting, but we need to wait and see until the Beta is up again if it's truely OP or just a nice trick for good players.
"Blink is pretty good, it helps your Stalkers to die quicker."
Hynda
Profile Blog Joined June 2010
Sweden2226 Posts
July 05 2010 11:06 GMT
#55
On July 05 2010 18:50 Turbo.Tactics wrote:
I like it! I want more of this stuff, this is what seperates the man from the boys. Keep it!
I may regret it one day, playing Zerg but everything that involves extraclicks for an edge is a good thing imo.

I would say that demolish an entire army without him being able to do the slightest thing about is a bit more than an "edge", it's quite obvious a design flaw.
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
July 05 2010 11:08 GMT
#56
So I finished recording the useless trick I discovered earlier. Remember, it's literally useless.



Here's what happens.

A unit can dodge projectiles if it is picked up by a Warp Prism/Medivac/Overlord, you should know that. Now I do this with a Zealot and some Stalkers. As expected, the Zealot takes no damage. Then I put a second Zealot next to the first Zealot. When I repeat the experiment, the second Zealot takes all the damage.

Now I take away the Zealot and bring in a Sentry so that there's a Sentry and a Zealot next to each other. I repeat the experiment and what do you know? None of them take damage. How odd. I take away the remaining Zealot and bring in a second Sentry. Repeat the experiment, the second Sentry takes the damage.

I then bring in a group of Zealots and try the experiment. It seems as if the closest (don't quote me on this) Zealot next to the one that was targeted/picked up takes the damage.

Conclusion: For some reason, only when two or more of the same units are next to each other, the damage that was dodged by the targeted unit is taken by the like unit next to it.

If someone could further test this out and explain the mechanics behind it, I'd be thankful. It's just something I found while doing some bored testing because of the down beta
lalala
7mk
Profile Blog Joined January 2009
Germany10157 Posts
Last Edited: 2010-07-05 11:15:33
July 05 2010 11:11 GMT
#57
On July 05 2010 19:53 iEchoic wrote:
Show nested quote +
On July 05 2010 19:49 7mk wrote:
On July 05 2010 19:48 iEchoic wrote:
Uh, this completely needs to be fixed immediately. You can easily write a macro that can click between two units as many times as the game physically allows in a second, insta-killing them. I haven't tried it, but if it truly scales with click speed, this would be a serious problem.


read the comments in this thread


I read the comments, the OP said it scales, I haven't seen proof either way yet.

Edit: above post was more helpful than this one, thanks.


come on dude just one post above yours theres a post with hezzerboy quoting himself saying that theres a certain max speed for this attack.
meaning macro wont be able to instakill anything.
plus like someone said macro is illegal anyways. This isnt World Of Warcraft.
beep boop
kzn
Profile Blog Joined June 2007
United States1218 Posts
July 05 2010 11:11 GMT
#58
seriously that is wtf
Like a G6
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
July 05 2010 11:12 GMT
#59
On July 05 2010 20:08 youngminii wrote:
So I finished recording the useless trick I discovered earlier. Remember, it's literally useless.

http://www.youtube.com/watch?v=vnZ_pJiunDk

Here's what happens.

A unit can dodge projectiles if it is picked up by a Warp Prism/Medivac/Overlord, you should know that. Now I do this with a Zealot and some Stalkers. As expected, the Zealot takes no damage. Then I put a second Zealot next to the first Zealot. When I repeat the experiment, the second Zealot takes all the damage.

Now I take away the Zealot and bring in a Sentry so that there's a Sentry and a Zealot next to each other. I repeat the experiment and what do you know? None of them take damage. How odd. I take away the remaining Zealot and bring in a second Sentry. Repeat the experiment, the second Sentry takes the damage.

I then bring in a group of Zealots and try the experiment. It seems as if the closest (don't quote me on this) Zealot next to the one that was targeted/picked up takes the damage.

Conclusion: For some reason, only when two or more of the same units are next to each other, the damage that was dodged by the targeted unit is taken by the like unit next to it.

If someone could further test this out and explain the mechanics behind it, I'd be thankful. It's just something I found while doing some bored testing because of the down beta

Woah, really strange bug. This needs to be fixed ASAP =/
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
Last Edited: 2010-07-05 11:16:49
July 05 2010 11:16 GMT
#60
On July 05 2010 19:11 Lazix wrote:
Trick? More like exploit.



Have to agree. Seen soooo much of this kinda stuff in fps games. (Dolphin jumping anyone?) Some people will call it skills, most people will see it as an exploit because it gives a unit a damage potential that is waay beyond the specs that is set.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
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