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1.1.2 void ray vs 1.1.1 void ray damage - Page 3

Forum Index > SC2 General
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Grond
Profile Blog Joined June 2010
599 Posts
Last Edited: 2010-10-28 04:52:09
October 28 2010 02:46 GMT
#41
Video is ridiculous Did he really think nobody realized VR did a little more damage uncharged? Spreadsheet is purposely misleading by ending the chart just a few seconds after VR is charged. Everybody knew you needed to pre-charge the Void Ray for it to be effective in 1x1. VR went from a poorly designed niche unit to a useless unit. It was nerfed for large multiplayer games which I agree was a problem but as the saying goes don't piss on my head and tell me its raining.
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
October 28 2010 02:50 GMT
#42
I do not like the new vr. It feels really weird cos even with 4 vrs or 1000/600 of resources I feel pretty powerless compared to having 6 mutas. They are already fragile and expensive and cheap units can shoot back at them.

Anyways I saw Inca win a game with 7 of them but honestly if i need a critical mass of like 6 vrs to start killing things I probably will die before they get out. Maybe after like 2/3 bases a pack of vrs with speed can be the new muta flock that lets toss expand/contain but I need to try it out some more.
DminusTerran
Profile Joined April 2010
Canada1337 Posts
Last Edited: 2010-10-28 03:08:09
October 28 2010 03:07 GMT
#43
Interceptor (approx): 3.3 DPS, 3.3 DPS/supply
Mothership (lol): 8.1 DPS, 1.0 DPS/supply


Umm the mothership numbers are wrong and the Interceptor dps per supply makes no sense :\.
roliax
Profile Joined May 2010
135 Posts
October 28 2010 05:27 GMT
#44
On October 28 2010 11:46 Grond wrote:
Video is ridiculous Did he really think nobody realized VR did a little more damage uncharged? Spreadsheet is purposely misleading by ending the chart just a few seconds after VR is charged. Everybody knew you needed to pre-charge the Void Ray for it to be effective in 1x1. VR went from a poorly designed niche unit to a useless unit. It was nerfed for large multiplayer games which I agree was a problem but as the saying goes don't piss on my head and tell me its raining.


Just because you know something doesn't mean everyone else does. The video was an informative video, not a campaign to change the void ray or make a case for/agaisnt it. You're implying the bias on your own.

He stopped the chart at the point where the total damage by the old void ray > that of the new void ray and makes the point that "at this time, the cumulative damage is higher on the old void ray" hence it is redundant to show any more.

Here's a better argument: the point he FAILED to make is that the old void ray's pre-charged damage was rarely, if ever, actually used to damage anything useful (rocks, depots, own units, pylons). At the time when the old void ray attacks its first target, it is already fully charged thus nullifying that entire chart. Therefore, it is the dps and not the cumulative damage that actually matters (at least in the way that the VR used to be used).
Hoju
Profile Blog Joined April 2010
United States449 Posts
October 28 2010 05:34 GMT
#45
On October 28 2010 11:46 Grond wrote:
Spreadsheet is purposely misleading by ending the chart just a few seconds after VR is charged.


No, he just ends it at the point when the 1.1.1 VR has done more damage than the 1.1.2 VR. It shows that from when it starts attacking, the 1.1.2 VR does more damage than the 1.1.1 VR until about 12 or 12.6 seconds depending on whether the target is armored or not (assuming it is attacking one unit/building the whole time). It's pretty obvious that the 1.1.1 VR will do much more damage than the 1.1.2 VR from that point on due to its higher dps.
www.TheInfestedArchon.com - SC2 Satire
SaDGoWu
Profile Joined July 2010
United States133 Posts
October 28 2010 06:07 GMT
#46
What someone should really do is make a video comparing how long a Pre Patch void ray takes to kill an ultralisk/thor/bc and compared to how long a Post Patch void Ray takes to kill these units that the Void Ray was specifically designed to kill. Alot of that 41 dps is mitigated by the high armor of the units they were designed to counter.

Honestly i wish blizzard would be honest to Protoss players and actually post the "imbalance" they found and why a 40% nerf brought us closer to a balanced game, as well as if it was imbalanced, I wish they would just remove the unit from the game because it;s kind of depressing to have useless units sitting in your production facility (not that i'de ever go stargate now anyway).

Anyway, looking forward to that Psi storm nerf coming up -.- t t
Kpyolysis32
Profile Joined April 2010
553 Posts
October 28 2010 06:10 GMT
#47
I think that another small nerf, followed by the re-introduction of fazing, would be the best solution. Make them viable, but require skill to use well.
Man, do I not keep this up to date, or what?
Grond
Profile Blog Joined June 2010
599 Posts
Last Edited: 2010-10-28 06:33:32
October 28 2010 06:31 GMT
#48
It does a whopping 13 extra damage over 13 seconds vs non-armored. Hooray. nice buff?
Drake
Profile Joined October 2010
Germany6146 Posts
October 28 2010 06:36 GMT
#49
The biggest problem is that this "buff" help noobs only.

Good players who charge their void rays before they attack do much less dmg now
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
TheFinalWord
Profile Joined May 2010
Australia790 Posts
October 28 2010 06:37 GMT
#50
On October 28 2010 15:31 Grond wrote:
It does a whopping 13 extra damage over 13 seconds vs non-armored. Hooray. nice buff?

On the other hand: It does a whopping 65 damage over 13 seconds vs armoured. Hooray! nice buff!
inFeZa
Profile Blog Joined June 2009
Australia556 Posts
October 28 2010 06:44 GMT
#51
what use is time when the void ray is dead because it didn't kill its target fast enough?

Starcraft 2 in-game Observer. Follow me twitter.com/infeza
Silidons
Profile Blog Joined September 2010
United States2813 Posts
October 28 2010 06:54 GMT
#52
On October 28 2010 08:11 KevinIX wrote:
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.


and inca would have lost if tankboy scouted better, both times.
"God fights on the side with the best artillery." - Napoleon Bonaparte
Silidons
Profile Blog Joined September 2010
United States2813 Posts
October 28 2010 06:55 GMT
#53
On October 28 2010 15:07 SaDGoWu wrote:
What someone should really do is make a video comparing how long a Pre Patch void ray takes to kill an ultralisk/thor/bc and compared to how long a Post Patch void Ray takes to kill these units that the Void Ray was specifically designed to kill. Alot of that 41 dps is mitigated by the high armor of the units they were designed to counter.

Honestly i wish blizzard would be honest to Protoss players and actually post the "imbalance" they found and why a 40% nerf brought us closer to a balanced game, as well as if it was imbalanced, I wish they would just remove the unit from the game because it;s kind of depressing to have useless units sitting in your production facility (not that i'de ever go stargate now anyway).

Anyway, looking forward to that Psi storm nerf coming up -.- t t

this
"God fights on the side with the best artillery." - Napoleon Bonaparte
Grond
Profile Blog Joined June 2010
599 Posts
October 28 2010 07:01 GMT
#54
Tested a Void Ray vs a BC with upgraded armor. The Void Ray died with the BC at 78% health(did not use yamato obviously) Against 8 Phoenixes the BC won while still at half health. 3 BC's being repaired beat 12 Void Rays with no losses.
Midnight70
Profile Joined October 2010
United States9 Posts
October 28 2010 07:05 GMT
#55
From my own experience (low diamond, random), pre-1.1.2 sneak attacks (attacking the back of my base while my army is occupied) by void rays were so devastating that I always had to immediately try to rebuild my tech and production structures at another location. Their ability to wipe out both units and structures with blazing speed made them hard and sometimes frustrating to deal with.

I feel that post-1.1.2 void ray sneak attacks are like terran medivac drops; they will still do damage to your base but you can deal with them (ex: my blink stalkers now stand a chance vs charged VR's). IMO I welcome the change and I think more people will use them in their army composition now instead of a gimmicky "haha I win" crafty build.
NikonTC
Profile Joined September 2010
United Kingdom418 Posts
Last Edited: 2010-10-28 07:12:32
October 28 2010 07:07 GMT
#56
Blizzard did release the reason for this nerf. They were sent evidence by a high level korean player that showed a timing rush using voidrays that was impossible to defend.

As it is, I got utterly slaughtered by an early stalker/voidray push in a tournament last night. I watched the replay and was impressed by how strong a push it was. Basically if you weren't already going at least 2rax then you're in a huge amount of trouble.
"IdrA crushes the marine push, absolutely demolishes this 2 rax play. Would not be suprised to see a GG from IdrA at any moment" Day[9]
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 28 2010 07:12 GMT
#57
On October 28 2010 16:01 Grond wrote:
Tested a Void Ray vs a BC with upgraded armor. The Void Ray died with the BC at 78% health(did not use yamato obviously) Against 8 Phoenixes the BC won while still at half health. 3 BC's being repaired beat 12 Void Rays with no losses.


Tested 5 Battlecruisers vs. 7 Void Rays (even costs, imagine that), Void Rays win with 2 VRs left.

Blind unit tests are stupid, and blind unit tests where you give the Terran arbitrary advantages in 3 different tests are even stupider.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
October 28 2010 07:21 GMT
#58
On October 28 2010 10:13 Piousflea wrote:
The VR still does decent damage compared to other air units. The nerf only majorly harms the voidray for VR vs Battlecruiser fights (which BCs now win even more easily thanks to yamato).

Void Ray Damage does not suck:
Phoenix (vs Light): 18.2 DPS, 9.1 DPS/supply
VR (Charged, vs Armored): 26.7 DPS, 8.9 DPS/supply
Viking (vs Armored): 14.0 DPS, 7.0 DPS/supply
Banshee: 19.2 DPS, 6.4 DPS/supply
BL + 11 Broodling melees: 25.6 DPS, 6.4 DPS/supply
BC (vs Ground): 35.6 DPS, 5.9 DPS/supply
VR (Charged, vs Unarmored): 13.3 DPS, 4.4 DPS/supply
Mutalisk + 2 bounces: 8.5 DPS, 4.3 DPS/supply
Corruptor (vs Massive): 11.6 DPS, 3.9 DPS/supply
Interceptor (approx): 3.3 DPS, 3.3 DPS/supply
Mothership (lol): 8.1 DPS, 1.0 DPS/supply

For comparison's sake, the highest DPS/supply ground units in the game (Not counting special abilities). None of them are capable of attacking air.
Crackling: 8.6 DPS, 17.2 DPS/supply
Reaper (vs Light): 16.4 DPS, 16.4 DPS/supply
Zergling: 7.2 DPS, 14.4 DPS/supply
Dark Templar: 26.6 DPS, 13.3 DPS/supply

The pre-patch charged voidray did 41.7 DPS to armored, or 13.9 DPS/supply. That's higher DPS than a dark templar, but with long range and ability to hit both ground + air.


the last line really sums up why it had to be rebalanced
nobody mentions the flux vanes nerf either, they were much too mobile
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Varth
Profile Joined August 2010
United States426 Posts
October 28 2010 07:29 GMT
#59
My largest complaint is that this gives protoss -1 fun side things to do. I want more harass options quite frankly, because currently we have DTs (countered by terran and zerg fairly simple if they know what they are doing, and you get one chance at it, after that they have detection), HT drops which are hard to pull off and if you lose the units its super expensive, and phoenix which is good versus zerg and mediocre against everything else.

Terran have dropship play with marines marauders thors helions, helion runbys, banshee harass, siege tanks on ledges above expos, raven turret mineral lines, and technically still have reapers though that is weak now.

Zerg has speedling runbys, baneling traps, baneling drops, infestor burrowing, roach burrowing, muta harass and of course nidus.

I personally want more fun things to do as protoss, instead of just plain macro up and make a big army (dont get me wrong protoss is strong in that aspect) and defend the entire damn game until i finally have a large army. Every single game for the first 10minutes is me on the permanent defense againt terran, trying to timing push (not harass, you have to commit a bunch of units) against zerg. We have no small things we can be doing on the side beyond better macro and better defense, beyond scouting. Keep in mind this is assuming high level play
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
October 28 2010 07:30 GMT
#60
VR were useless without phase 2 charge before so I don't agree with the video.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
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