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Void Rays - Totally awesome tricks. - Page 9

Forum Index > SC2 General
Post a Reply
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PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 05 2010 19:22 GMT
#161
Just to repat this does NOT work once the voidray is charged.

however air attack upgrade drastically decreases the time it takes to kill things using this.
shammythefox
Profile Joined May 2010
United Kingdom286 Posts
July 05 2010 19:24 GMT
#162
On July 06 2010 03:59 Batch wrote:
Show nested quote +
On July 06 2010 00:33 lazyo wrote:
I just want to remind all the imba-criers in this thread how easy it is to counter this.
All you need to do is keep your units moving. You can either patrol+hold spam to keep them spread while moving around, or have one half standing+shooting and the other moving in alteration. That makes it almost impossible to spam click your units and should not allow all void rays to get into range for trick 2.
Problem solved?

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
Profile Joined July 2004
United States55 Posts
July 05 2010 19:28 GMT
#163
why wouldn't this work on charged voids? they maintain charge between targets as long as time has not elapsed.
Lucius2
Profile Joined June 2010
Germany548 Posts
July 05 2010 19:30 GMT
#164
JUST TEST IT. IT DOES FUCKIN NOT WORK WITH CHARGED VOID RAYS
Roniii
Profile Joined March 2010
United States289 Posts
Last Edited: 2010-07-05 19:31:19
July 05 2010 19:31 GMT
#165
"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.

cool trick though! this needs to be fixed asap tho thats obviously overpowered
you think as i do
scojac
Profile Joined June 2010
United States99 Posts
July 05 2010 19:31 GMT
#166
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
[RB]Black
Profile Joined July 2004
United States55 Posts
July 05 2010 19:32 GMT
#167
is that needed? i have a mac. I CAN NOT TEST IT....
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
July 05 2010 19:35 GMT
#168
thats why we need lan
ur pro or ur noob , thats life
-orb-
Profile Blog Joined September 2007
United States5770 Posts
July 05 2010 19:36 GMT
#169
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.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
July 05 2010 19:38 GMT
#170
wow this looks pretty awesome, can't wait to try it for myself once beta comes back
FaZe
Profile Blog Joined June 2010
Canada472 Posts
July 05 2010 19:40 GMT
#171
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!
"Victory needs no explanation; defeat allows none."
Rundai
Profile Joined May 2010
Canada35 Posts
July 05 2010 19:43 GMT
#172
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
Profile Blog Joined May 2010
United States1078 Posts
July 05 2010 19:44 GMT
#173
Its kinda hilarious that fazing isn't a bad word to describe whats going on. X_X
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 05 2010 19:55 GMT
#174
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
Profile Joined June 2010
Canada161 Posts
July 05 2010 19:56 GMT
#175
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.
Betaaaa!!!!!!!!!!!
JamesSwift
Profile Joined May 2010
United States71 Posts
July 05 2010 20:03 GMT
#176
Great info, great format of the post, A+ all around.

Love the capability, but highly doubt it will make it that long now that it is 'exposed'.

: (
你好
Leeoku
Profile Joined May 2010
1617 Posts
July 05 2010 20:05 GMT
#177
does it still charge up if u keep switching? i dont htink so
DuncanIdaho
Profile Blog Joined April 2010
United States465 Posts
July 05 2010 20:09 GMT
#178
Well, at first glance, (especially as a zerg-preferring player, though I do play random quite a bit and might benefit from such an exploi..er,trick? :p ), I cried,"Patch this please!!!" to the cosmos (well, my living room that is :D), but started reading 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
The spice must flow... Grammar lesson: "than" is used for quantity comparisons, "then" is used for chronological statements. The next forum user who says, "I'd do such and such, THAN I'd do such and such else," is gonna make me cry...
Ryuu314
Profile Joined October 2009
United States12679 Posts
July 05 2010 20:22 GMT
#179
The attack queue thing is in no way unique to void rays. I thought it was pretty common knowledge that when you focus fire and queue things up you'll always kill shit faster than just 1a2a3a...that's not even an issue. You can do the same thing with pretty much any ranged unit.

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
Profile Joined April 2010
United States926 Posts
July 05 2010 20:23 GMT
#180
Yes, this is because the voidray damage is front loaded. I expect this to change though, like they did with the colossus micro.
I used to be just like you, then I took a sweetroll to the knee.
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