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1.1.2 void ray vs 1.1.1 void ray damage

Forum Index > SC2 General
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1 2 3 4 5 6 7 Next All
roliax
Profile Joined May 2010
135 Posts
October 27 2010 22:59 GMT
#1
Ok so we all know the void ray was "nerfed" in the last patch. But I've been trying so hard to explain why it isn't a true nerf to all my noobie friends but alas to no avail. Finally, the caster Crota was nice and smart enough to create a chart and video to explain this nerf/buff simultaneous phonemenom.

Incarnite
Profile Blog Joined May 2010
Macedonia117 Posts
October 27 2010 23:06 GMT
#2
Props for getting the numbers out and what not.

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.
One mans penis in another womans vagina
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2010-10-27 23:10:24
October 27 2010 23:08 GMT
#3
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)
Nagano
Profile Blog Joined July 2010
United States1157 Posts
October 27 2010 23:08 GMT
#4
Gotta love Crota, and just people in general who contribute in a meaningful way to SC2 discourse.
“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”
Tropics
Profile Joined August 2007
United Kingdom1132 Posts
October 27 2010 23:11 GMT
#5
don't forget that in big army vs army fights that aren't get charged go all in type attacks, they will never ever get charged now because they do so much damage and kill shit before they get that opportunity

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
Profile Joined October 2009
United States2472 Posts
October 27 2010 23:11 GMT
#6
Ah. That was a nice analysis. I was wondering whether the change was an overall buff or a nerf. I guess 42 dps was rather ridiculous. This change definitely made void rays a little bit more useful as part of the main army, like in the oGsInCa v TankboyPrime game.
Liquid FIGHTING!!!
LegendaryZ
Profile Blog Joined May 2010
United States1583 Posts
October 27 2010 23:14 GMT
#7
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
Profile Joined September 2010
United States3423 Posts
October 27 2010 23:14 GMT
#8
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
Profile Joined April 2010
Korea (South)1009 Posts
October 27 2010 23:15 GMT
#9
I got so tired of seeing mass void rays in 3v3 and 4v4. So I was happy at first. But now I kinda do miss them
You know how to gain a victory, but not use it - maharbal
rycho
Profile Joined July 2010
United States360 Posts
October 27 2010 23:18 GMT
#10
yeah, the damage over 12 seconds is similar if you start with the void ray uncharged. however, the cool part of the unit in my opinion was the interesting ways in which players micro'd it to get it charged/keep it charged before a fight and made it really efficient. its fine now sitting in your army and then attack moving into another army with no micro i guess, but that wasn't what i liked about the unit.
QuixoticO
Profile Blog Joined March 2010
Netherlands810 Posts
October 27 2010 23:19 GMT
#11
On October 28 2010 08:14 Fa1nT wrote:
Show nested quote +
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..


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.
"Suum Cuique" - Cicero
ejac
Profile Blog Joined January 2009
United States1195 Posts
October 27 2010 23:19 GMT
#12
These numbers don't mean anything because you're not considering how people typically use voidrays at high levels. I'm assuming these numbers are correct, so I'll agree if you simply attack move your voidrays into someone, the voidray deals more damage post 1.1.2 until the 20th second mark but that is not how void rays are used 90% of the time, so it is irrelevant.

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.
esq>n
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
October 27 2010 23:21 GMT
#13
Honestly I think the biggest effect of this void ray change is that my opponents don't really have to worry so much about it anymore. There is no concern of "maybe he's going void ray, I need to find out or account for that".
Lucius2
Profile Joined June 2010
Germany548 Posts
October 27 2010 23:22 GMT
#14
the problem is that with the patch the voidray changed into another a-move unit, all this cool precharging and juggling to keep the charge up is now somewhat not worth the effort imo. that doesnt mean it shouldnt be done anymore, but u get what i mean.
roliax
Profile Joined May 2010
135 Posts
October 27 2010 23:49 GMT
#15
Crota did mention the niche of the void ray. I do believe that blizzard is making the game move in a better direction. If you notice, the last patch was a lot of anti-cheese and encourage more macro play. Not to say there cheese doesn't exist, but it just doesn't come as early or as powerful as before and definately going to take some skill to execute.

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
Profile Blog Joined April 2010
United States449 Posts
October 28 2010 00:01 GMT
#16
I think this change was to try to make players use them differently. Often times, and especially in the beta, they were used to take out buildings, especially hatcheries/nexi/command centers. So, they were very reliant on the stage 2 beam to do their damage. This of course made them very effective against units at stage 2 as well.

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.
www.TheInfestedArchon.com - SC2 Satire
Fizbin
Profile Joined May 2010
Canada202 Posts
Last Edited: 2010-10-28 00:12:36
October 28 2010 00:09 GMT
#17
was a cheese unit. especially for 2v2 3v3 4v4 and ffa. its too bad games needs to be balanced for 1v1 and the other types. because if it was just 1v1 it was still a little op but the nerf could have been a little less.

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
just the tip
Tray
Profile Joined March 2010
United States122 Posts
October 28 2010 00:12 GMT
#18
As mentioned voids are completely non viable now. They were never overpowered. They were devistating if you didn't scout and let them get into your base where they could charge before you engaged them.

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
Profile Joined May 2010
Iceland4053 Posts
October 28 2010 00:14 GMT
#19
Personally I hated the role the VR took before and am very glad that Blizzard hated it too.

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
Profile Joined August 2009
United States443 Posts
October 28 2010 00:23 GMT
#20
This change is much better for the game overall because before, if you didn't scout VR's and he got 2, you just lose. Now it seems like it is more of a harassing unit in the fact that you wont outright kill your opponent so quickly, but still do damage, retreat, etc.

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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