1.1.2 void ray vs 1.1.1 void ray damage
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roliax
135 Posts
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Incarnite
Macedonia117 Posts
HOWEVER, who was indeed silly enough not to pre charge void rays off destructibles, refineries, proxy pylons etc... So yes, those things that we normally pre charged off do go down faster (hahaha) but the army/structures that void rays REALLY want to engage AFTER they have their charge will have a lot easier time. | ||
Deleted User 3420
24492 Posts
it's a massive nerf void rays were most effective by putting them in battle, already charged up or charging up, and then keeping them charged doing massive damage now.. all that time they are fully charged.. you're doing way less damage. void rays can no longer decimate an opponent's base like they used to. think about how void rays were used. was it ever remotely ideal to "hit and run" with void rays? (note, im not trying to complain... im just saying that their niche has changed... and im concerned that they don't really have a functional role anymore) | ||
Nagano
United States1157 Posts
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Tropics
United Kingdom1132 Posts
and personally id much rather have something that tickles their army and then explodes with a million damage over something that does barely above shitty damage consistently | ||
KevinIX
United States2472 Posts
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LegendaryZ
United States1583 Posts
On October 28 2010 08:08 Nagano wrote: Gotta love Crota, and just people in general who contribute in a meaningful way to SC2 discourse. I don't think this is really that meaningful at all since it doesn't really take into account how VR's were actually used in real game scenarios. | ||
Fa1nT
United States3423 Posts
On October 28 2010 08:08 travis wrote: given the role void rays were playing, the niche they had it's a massive nerf void rays were most effective by putting them in battle, already charged up or charging up, and then keeping them charged doing massive damage now.. all that time they are fully charged.. you're doing way less damage. void rays can no longer decimate an opponent's base like they used to. think about how void rays were used. was it ever remotely ideal to "hit and run" with void rays? (note, im not trying to complain... im just saying that their niche has changed... and im concerned that they don't really have a functional role anymore) So many people complained about void rays because of proxy void ray rushes in bronze league.... So they nerf void armor damage and give them higher light? If someone gets 3 voids in your base, and you don't already have a hydra den/10+ marines..... your still going to lose. I mean, now void rays are BETTER at killing marines, but still do high DPS to buildings as well.. The entire void ray nerf was pointless IMO, it just means protoss will almost never use them in actual fights.. | ||
zak
Korea (South)1009 Posts
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rycho
United States360 Posts
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QuixoticO
Netherlands810 Posts
On October 28 2010 08:14 Fa1nT wrote: So many people complained about void rays because of proxy void ray rushes in bronze league.... So they nerf void armor damage and give them higher light? If someone gets 3 voids in your base, and you don't already have a hydra den/10+ marines..... your still going to lose. I mean, now void rays are BETTER at killing marines, but still do high DPS to buildings as well.. The entire void ray nerf was pointless IMO, it just means protoss will almost never use them in actual fights.. For Zerg multiple queens should be enough to fight of 3 voids and if he has more you were doing something wrong to begin with. | ||
ejac
United States1195 Posts
You are not considering the fact that people at high levels pre-charge their voidrays or the fact that a void ray cannot beat a queen 1v1 now. Also, voidrays late game are mostly "shock" units. You hope that they're not discovered and send them to your enemies base while they're out of position and you level it before they get back to defend. They will also be worse then since their long term damage has been decreased. | ||
Deleted User 3420
24492 Posts
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Lucius2
Germany548 Posts
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roliax
135 Posts
In other words, Blizzard has done a great job at preventing and slowing down cheese for low level players (2 gate proxy, 9 rax reapers, fast void rays)...things that can kill another low level player right away. These are even deadly in the hands of a good pro player who can transition out of the cheese right away as we see with proxy void rays. This void ray nerf discourages proxy void ray and hopefully eliminate all those 5 minute games where the terran player dies to a proxy void ray (I've seen this too many times and those games are frustatingly boring). I belive this will make the void ray viable as a harass unit due to its relatively high move speed and higher level 1 damage output and also viable in the main army. | ||
Hoju
United States449 Posts
What this data shows is that it is more effective in the first 12 seconds of firing, which makes it more effective against units than it was before. So, it makes it much more useful against lower hp units than it used to be. This also makes them much easier to use and be more effective in groups and with a ground army. Their range 6 allows them to sit back in the army a little and makes them harder to focus down with the ground army pushing the enemy as well. I think oGsInCa showed in his GSL2 ro32 match vs. TankBoy that void rays can be used effectively in this method. I would love to see more pros use them in this manner in order to see just how effective they are when used with an army. One thing about this change that doesn't quite make sense is that the void ray is weaker against the large air ships that I believe they were meant to counter (carrier, battlecruiser). It takes an extra 4.8 seconds to kill a battlecruiser. So, I would have liked to see the stage 2 damage not nerfed quite so much in order to keep the same effectiveness against those large air units. | ||
Fizbin
Canada202 Posts
nothing more annoying then a fe cannon into mass void ray in team or ffa. stupid 1a click unit in that case. no skill edit: ps i think crota is a terrible shout caster. said it once and i'll say it again. some of the things he says are so far off whats actually going on. its unberable to watch... hence i dont watch him anymore. its nice he is trying to contribute though. guess its the thought that counts. User was warned for this post | ||
Tray
United States122 Posts
Again the problem with these numbers is that in 90%+ of all void ray situations, you're using them ONLY charged. For this reason this nerf was a hugely significant one and Void Rays are no longer used in competitive play. Nice looking spreadsheet though. | ||
Zarahtra
Iceland4053 Posts
The problem I see is, almost no-matter what blizzard does, you are obviously always best off pre-charging, so while the patch made it less useful to pre-charge, when you use them you are always likely wanting to pre-charge using pylon/rocks and micro them to keep the charge, so they will always be gimmicky while they keep this charge system. I'd rather want to see the charge reset per target and balance around that, so the VR can be beastly to buildings/capital ships while not being to strong against normal units. | ||
cerebralz
United States443 Posts
I wouldn't mind however, a slight decrease in the mineral cost of the VR because of the damage reduction of T2. I'm inclined to agree with Dustin Browder to the extent that the ability to hit air and ground is very powerful and should be treated with caution in balancing. | ||
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