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1.1.2 void ray vs 1.1.1 void ray damage - Page 7

Forum Index > SC2 General
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KillerPlague
Profile Joined June 2010
United States1386 Posts
November 12 2010 06:17 GMT
#121
so glad i watched this. although they aren't the massive destroyers they once were, they still will be useful for harass and fairly high dps =]
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
DiracMonopole
Profile Joined May 2010
United States1555 Posts
November 12 2010 06:46 GMT
#122
The problem isnt void rays, its the entire stargate tech. If you go stargate, you lose any and all ways to deal with cloaked or massed units, other than turtling with cannons.

Void rays in particular are pretty bad - for their supply, they are ok, but for cost, they are terrible, worthless units. They pretty much lose to equal cost of any unit that shoots up except for thors. Obviously as the battle gets larger, the void rays do better since more of them live long enough to charge up, but really, when are you going to have more than a handful?
brainpower
Profile Joined September 2010
United States233 Posts
November 12 2010 07:33 GMT
#123
I feel like void rays have joined the ranks of mutas and banshees as the protoss air harass unit, but only after getting their speed upgrade. However, unlike banshees and mutas, voidrays are meant to harass BUILDINGS, rather than workers. Stargate tech in general feels like it is the harass tech path for protoss now. While voidrays fly between bases, picking off pylons or gas collectors, phoenix pick of the workers to deal economic damage, then both fly away as soon as things get scary.

One nice thing about void rays is their durability compared to other air units. When a handful of mutas or banshees reach a mineral line, and find that there is some sort of stationary defense, they are generally not able to do much damage. On the other hand, if 2 voidrays find a base defended by just 2 photon cannons, they get a free 300 minerals worth of buildings, and open the way for the phoenix to come in and lift up probes.

I do agree with some other posters about the difficulty of actually building up a charge now. It is nearly impossible to get charge against a bio ball of marines/marauders, simply because they don't have enough HP to charge up on. The same is true for roaches to an extent, though they aren't nearly as bad.
Dakkas
Profile Joined October 2010
2550 Posts
November 12 2010 07:51 GMT
#124
Okay, it does 20 damage in one second. But actually it deals all its damage in a half second, so its more like 20 damage in half a second, so thats 40 DPS. No wait, it's actually like it deals all its damage in a quarter second, so it should be 80 DPS. etc. etc.

It deals all its damage upfront. It takes no time to deal damage. DPS stands for Damage Per Second. Therefore its DPS is infinite.

It's actually a good reason why banelings was so underrated at first. The fact is that it can neutralize large portions of an army incredibly quickly. Unlike every other unit, it deals all its damage upfront.


Your logic doesn't work.

First off, infinite damage would mean that it kills everything, which it doesn't do in the slightest. Secondly how on earth does doing all its damage upfront meant it takes 'no time'? Your reasoning for 'infinite' damage is solely on the fact that it's a suicidal unit without considering how much damage it actually does. The baneling could do either 1 or 6000000000000 damage upon exploding and using your 'logic', it would do 'infinite' damage

If anything, you example just proves that you can't use DPS to measure suicidal units

Seriously, I'm terrible at maths and I can see the gaping holes in your statement
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