however air attack upgrade drastically decreases the time it takes to kill things using this.
Void Rays - Totally awesome tricks. - Page 9
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PrinceXizor
United States17713 Posts
however air attack upgrade drastically decreases the time it takes to kill things using this. | ||
shammythefox
United Kingdom286 Posts
On July 06 2010 03:59 Batch wrote: Your solution is to this is to move your units around? As far as I know only the phoenix can shoot while moving... I don't think this technique will be any bigger deal when the Battle.net 2.0 latency kicks in. Void rays shoot while moving. :D | ||
[RB]Black
United States55 Posts
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Lucius2
Germany548 Posts
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Roniii
United States289 Posts
cool trick though! this needs to be fixed asap tho thats obviously overpowered | ||
scojac
United States99 Posts
they were originally supposed to be an anti-big unit/structure unit. now, they just do massive damage to pretty much anything on the battlefield. sure, they're expensive, but the fact that they do so much damage to everything means that they add absolutely nothing to strategy. it wasn't bad when a group of small units (hydras/marines) could pretty quickly destroy them, but now they tear through small units as easily as the larger/armored ones. i would much rather see phoenix/void rays used more in combination. maybe if void rays went back to an anti-armored role, while phoenixes were somehow improved so that they were better with the light/small antiair units. as it stands, phoenix are only really good for sniping casters/lifting terran mech/harassing workers. feel free to disagree with any and all of these opinions, it just seems to me like a unit that can basically kill with a click is bad for the game in general | ||
[RB]Black
United States55 Posts
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KiWiKaKi
Canada691 Posts
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-orb-
United States5770 Posts
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Kezzer
United States1268 Posts
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FaZe
Canada472 Posts
On July 06 2010 04:31 Roniii wrote: "I like this trick so much, that I'm going to call it "Fazing". Don't fix this Blizzard. I know it doesn't make sense, I just want something named after me. In fact, I'm going to become a world famous caster just so I can one day call this "Fazing" (if anyone ever uses it)." Lamest paragraph ever lol. I'm even more lame than this paragraph would suggest! ![]() | ||
Rundai
Canada35 Posts
On July 06 2010 04:36 -orb- wrote: This must have been changed in a patch because I tested this a while back and there was almost a full second delay before void rays would start doing damage. Maybe it's different when you change targets from when you move. I know I tried doing a trick where you move your void rays, tell them to attack each other, and then immediately move them again and they'd start their attack animation and thus keep their charge but they would do no damage. Yes you can still do the trick to keep the rays charged while moving because the charged attack does have a delay while the uncharged attack does not. To all the other people who were still wondering why you can't do the "fazing" when they are charged, it's because of this delay on the charged attack. | ||
Ndugu
United States1078 Posts
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PrinceXizor
United States17713 Posts
On July 06 2010 04:28 [RB]Black wrote: why wouldn't this work on charged voids? they maintain charge between targets as long as time has not elapsed. Charged voids have a slight delay when they start attacking to when the damage starts, uncharged void rays do not have this problem. | ||
Calamity
Canada161 Posts
On July 06 2010 04:31 scojac wrote: i absolutely hate void rays now, and this trick just makes them worse. they were originally supposed to be an anti-big unit/structure unit. now, they just do massive damage to pretty much anything on the battlefield. sure, they're expensive, but the fact that they do so much damage to everything means that they add absolutely nothing to strategy. it wasn't bad when a group of small units (hydras/marines) could pretty quickly destroy them, but now they tear through small units as easily as the larger/armored ones. i would much rather see phoenix/void rays used more in combination. maybe if void rays went back to an anti-armored role, while phoenixes were somehow improved so that they were better with the light/small antiair units. as it stands, phoenix are only really good for sniping casters/lifting terran mech/harassing workers. feel free to disagree with any and all of these opinions, it just seems to me like a unit that can basically kill with a click is bad for the game in general You need to remember that this "fazing" is a TRICK like you said. Tricks don't win you games, strategies do. Also, void rays are quite easy to kill. Coming from a Terran player, stimmed marines will murder voids rays. Ghosts will make it way easier as well. If they mass void rays, you mass marines. I've done several tests using marines vs void rays where both armies have the same mineral count, but the void ray army needs a lot more gas. If you ever get surprised by a mass void ray army, you're not scouting properly. You'll have ample time to build a mass marine army with your reactored raxs unless the toss has like 8 stargates pumping out voids. Not to mention that getting armor for marines will cut the Voids damage output by a lot. According to liquipedia, they do 5 dmg in 13 attacks over 7.2 secs until they reach level three beams. (5 x 13 = 65) Having 2 armor will almost cut their damage in half. (5 - 2 = 3 x 13 = 36) btw, I am not trying to target you're post scojac but i just wanted to point out that void rays doesn't equal win. | ||
JamesSwift
United States71 Posts
Love the capability, but highly doubt it will make it that long now that it is 'exposed'. : ( | ||
Leeoku
1617 Posts
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DuncanIdaho
United States465 Posts
Apparently you guys seem to think this doesn't allow VRs to charge up while switching targets back and forth, but I wonder what the upper limit is, i.e., how many units does it take for letting the charge go up on single units (typical method before this discovery) to kill more units faster than doing this switching w/o charging. It seems that the number of clicks/minute required will approach infinity as the unit count increases, thus the maximum dexterity of the player would create an upper limit and of course the situation changes depending upon the unit-type of the VR's target. Furthermore, the argument can be made that microing helps somewhat, but it makes your macro slow down, thus a potential balancing factor... Idk though, this may not be imba, but we shall see... I suspect VR's will always be the whipping boy for many-a-nerf-bat, not that they haven't been already. Anywhos, nice to know, I'll remember this and get out the infestors with neural implants :p hehe | ||
Ryuu314
United States12679 Posts
The first trick is pretty interesting though. However, it will not work with charged void rays as people have already said and this trick seems to be pretty micro-intensive. In the early game where there's a lot less stuff going on it will probably be pretty powerful, but as the game moves to mid-late I doubt this trick will see much use, except at the progamer level when they all have like 300+ apm. Even then, I can't see this becoming so broken as to be needed to be fixed. I feel like it's almost like muta stacking from BW in that you're essentially overriding the default behavior in order to deal much more damage in bursts. | ||
Playguuu
United States926 Posts
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