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1.1.2 void ray vs 1.1.1 void ray damage

Forum Index > SC2 General
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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.
LWr
Profile Joined October 2010
60 Posts
October 28 2010 00:27 GMT
#21
On October 28 2010 08:19 ejac wrote:the fact that a void ray cannot beat a queen 1v1 now.


Could you please refrain from spreading misinformation like that?
A void ray still beats a queen 1v1.
2v2 it doesn't because of transfuse, but that was still the case pre-1.1.2
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
October 28 2010 00:35 GMT
#22
I wonder if they tried taking away the moving w/ target ability first?

That could really make them a lot less powerful without actually changing stats like this (im not complaining or anything, but im curious).

Making it so that an army of VRs could be escaped (unlike now where they just hunt you down while killing you) might be an indirect nerf because you could retreat and try to wait out their charge if they got charged up, only to engage a few seconds after they lose their charge.

I guess that wouldnt deal with VRs in bases, but honestly, if youve got VRs in your base and cant deal with them, youre pretty much dead already.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Toxigen
Profile Joined July 2010
United States390 Posts
Last Edited: 2010-10-28 00:38:00
October 28 2010 00:37 GMT
#23
On October 28 2010 08:14 LegendaryZ wrote:
Show nested quote +
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.

I think the point is that Blizzard intended for the unit to be used one way and players were using it in a way that Blizzard didn't intend. Another way of saying "using it in a way that Blizzard didn't intend" is "abuse."

In the way VRs were being "abused" in that sense, then yes, it's a massive nerf, but the real issue is that VRs shouldn't have been used that way in the first place. It's more of a fix than anything else.

Abuse aside, the intended niche that Blizzard planned for the VR (counter to high-hitpoint armored and massive units) isn't currently being effectively filled by the VR. A fix I would have proposed to the VR, in addition to the change of damage, would be re-introducing a 3rd level that would add another +10 to massive units (similar to the corruptor). The bonus could be against armored instead if necessary, since I'm pretty confident there isn't a massive unit in the game that isn't armored as well.

At least this would give the VR some use against ultralisks and thors if their DPS was respectable.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2010-10-28 00:45:19
October 28 2010 00:42 GMT
#24
On October 28 2010 08:21 travis wrote:
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".


I think the biggest change to the Void Ray is that it is not nearly as beneficial to use them in silly ways now.

We all enjoyed the scenes of a single charged VR in an enemy base tearing the place to shreds. I loved it, you loved it, everybody loved it.


But having a unit that by game design was best used if you attacked your own units before moving in is silly game design. It was effective, but it was silly. I'm pretty sure the design intention of the Void Ray was NOT to have it used like that.


I think it's still too early to say whether or not VR rushes are effective or ineffective. They've been used once or twice in the GSL still. Was it Inca I think who won a game on Scrap Station with a Void Ray rush last night?


Personally, I would like to see that second charge level put back in. It's got the animation for three charges, and I think the design of the unit is to have a gradually charging beam. I would be all for the damage being 6+4 at stage 1, 7+6 at stage 2 and 8+8 at stage 3. That would make them even better when attacking from no-charge, and make them do even more damage to your own stuff when you try to precharge.


ALSO:
On October 28 2010 09:37 Toxigen wrote:
At least this would give the VR some use against ultralisks and thors if their DPS was respectable.


1 Void Ray beats 1 Thor so hard it isn't even funny. With no charge it almost doesn't even take hull damage before the Thor dies.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Azn_Christian
Profile Joined September 2010
United States153 Posts
October 28 2010 00:58 GMT
#25
Imo, Blizzard is again tailoring to lower leagues/ the people they sell the most product to. (again alluding to all the things they changed from sc1 that made sc2 much more newb friendly).
By cutting out cheese, they reduced the value of early scout and early aggression/harrass.
By nurfing Vrs, they reduced the value of a toss airforce to ~0, and it never was really a viable/transition-able in any matchup already. Also, made it much less micro- intensive, since you don't really have to keep hitting an object/vr every 5 secs while on route to enemy base, since it is not essential to charge it up.
Life appears to me too short to be spent in nursing animosity or registering wrongs." - Charlotte Bronte, Jane Eyre
TheFinalWord
Profile Joined May 2010
Australia790 Posts
October 28 2010 01:00 GMT
#26
Yes you can't use voids like you did before, but that isn't a bad thing, they are now far far more useful in a straight up fight, I think it will take some time for people to get used to it.
Dommk
Profile Joined May 2010
Australia4865 Posts
October 28 2010 01:04 GMT
#27
I think it's still too early to say whether or not VR rushes are effective or ineffective. They've been used once or twice in the GSL still. Was it Inca I think who won a game on Scrap Station with a Void Ray rush last night?


The voidrays barely had an effect on that match. Not a single ray got charged, Inca just had a bigger army than the Terran, period.

But having a unit that by game design was best used if you attacked your own units before moving in is silly game design. It was effective, but it was silly. I'm pretty sure the design intention of the Void Ray was NOT to have it used like that.


Except it wasn't Silly. Artosis and Tasteless agreed it was the best designed unit in the game (Artosis literally said that) in GSL 1 during the PvP between IncA and another Protoss, where they were going back and forth with pre-charged Voidrays.
DamageInq
Profile Joined April 2010
United States283 Posts
October 28 2010 01:09 GMT
#28
The only time the VR was used before was when you could precharge and get to that crazy high DPS and attack at a nice angle.

VR aren't made to be thrown in your army, they will be focus fired down before getting a charge off, and their DPS isn't cost effective for head-on battles even vs armored units.

Nice video though.. it's kinda hard to explain to some people how the nerf was quite a big buff too. Although it changes the role of the unit, atm players are yet to find good use of it.
"Scissors are OP. Rock is fine." -Paper
rezoacken
Profile Joined April 2010
Canada2719 Posts
October 28 2010 01:13 GMT
#29
Yeah now voids are more of a in-combat unit but their issue is they cost too much for their current role now, or are too slow for harassment.
Either we are alone in the Universe or we are not. Both are equally terrifying.
Piousflea
Profile Joined February 2010
United States259 Posts
Last Edited: 2010-10-28 01:21:20
October 28 2010 01:13 GMT
#30
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 DPSS than a dark templar, but with long range and ability to hit both ground + air.
Seek, behold, and reveal the truth
thesauceishot
Profile Joined July 2010
Canada333 Posts
October 28 2010 01:13 GMT
#31
On October 28 2010 09:12 Tray wrote:
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.

This. They used to be able to win games if you didn't scout them and didn't react in time, but now they can't. They were a very unique unit, but now they're just a mediocre unit without any special capabilities. Mediocre damage, slow moving.
us.insurgency
Profile Joined March 2010
United States330 Posts
October 28 2010 01:28 GMT
#32
On October 28 2010 10:00 TheFinalWord wrote:
Yes you can't use voids like you did before, but that isn't a bad thing, they are now far far more useful in a straight up fight, I think it will take some time for people to get used to it.

There`s will never be a reason to use them in a straight up fight. They die in 2 seconds to anything and their DPS is not worth their cost.
Rorschach
Profile Joined May 2010
United States623 Posts
October 28 2010 01:32 GMT
#33
The problem I still see with all this is that there is now a much more cost effective unit than the ray, an Immortal has a slightly higher DPS + its cheaper as well as having hardened shields.
No it can't attack air or is as mobile but how often would you need an air to air unit that has high DPS against armored air units?
Corrupter? Just build more stalkers
Viking? More stalkers
???? And some more stalkers.......

IMHO the voidray has no place in competitive play anymore. Once again blizzard balancing around low league players and other than 1v1....

En Taro Adun, Executor!
Cloak
Profile Joined October 2009
United States816 Posts
October 28 2010 01:40 GMT
#34
The simplest way to analyze the effects of pre-patch and post-patch Void Ray is to look at the situations they were useful. Last patch was some nonzero number of situations. This patch is zero.

Nonzero > zero. Void Rays aren't even cost effective against Roaches. Think about that for a second.
The more you know, the less you understand.
TrueProtoss
Profile Joined October 2010
13 Posts
October 28 2010 01:41 GMT
#35
I find that the patch made void rays almost completely useless. I had always been used to the idea that fully charged void rays could tear through a base, but now they can barely scratch it. Once, when I was my opponent was going zergling/roach I tried to move from Phoenix into Void Ray. When I had my fully charged VR's in his base, they did so little damage that he had time to build a spire and grow a batch of mutas. That was the last time I went VR.
We Are Who We Choose To Be
johngalt90
Profile Joined May 2010
United States357 Posts
October 28 2010 01:41 GMT
#36
blizzard needs to release their reasoning for this nerf. Blizzard should have been proud of their protoss child. On the release of 1.0 protoss stands as the icon of racial balance. Blizzard has never been able to fine tune a race so quickly. yet they nerf voidrays. this i feel really hurt diversity in the PvT matchup.

My greatest fear of SC2 is that blizzard has foregone the notions of balance and rather utilizes patching to influence metagame and essentially turn it into an illusion of balance. i think the recent patch is a grand example of this type of error in balance. in my opinion (yes in my opinion) the subsequent zerg buffs are not a step towards balanced. in fact i believe this patch implemented imba to boost zerg numbers and therefore satisfy the objectives of spreadsheets and data collection. Now blizz can say its balanced because zergs are good now even though i feel it is disproportionately slow. already the immediate improvement of zerg suggests that this forward trend of success would continue on to dominance.

it is for the previous reason i dissapprove of the nerfbat on the voidray. agree with or disagree with my analysis of zerg is irrelevant, you can put in any example that you like. so please dont turn it into race imba. it was simply the best way to make my point but it isnt the point of the post.

and finally just wanted to add uncharged dps of voidray would be considered incidental dps and charged effective dps. we are only concerned with dps of the charge in the case of the voidray. I would have been happier with 4 supply VR's than this.
fuck the haters
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
October 28 2010 01:48 GMT
#37
Hey Crota, did you attack move your Void Rays into armies ?
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Darkstar_X
Profile Joined May 2010
United States197 Posts
Last Edited: 2010-10-28 01:53:56
October 28 2010 01:53 GMT
#38
The problem now isn't the design of the unit, it's the cost. They cost more than everything else that's not massive while still losing to extremely cost efficient responses. DPS analysis doesn't account people were getting around this with pre-charged rays, anything else used to be worthless.
TheFinalWord
Profile Joined May 2010
Australia790 Posts
October 28 2010 01:53 GMT
#39
On October 28 2010 10:28 us.insurgency wrote:
Show nested quote +
On October 28 2010 10:00 TheFinalWord wrote:
Yes you can't use voids like you did before, but that isn't a bad thing, they are now far far more useful in a straight up fight, I think it will take some time for people to get used to it.

There`s will never be a reason to use them in a straight up fight. They die in 2 seconds to anything and their DPS is not worth their cost.

Compare 2 stalkers and a void ray.
void ray slightly more expensive, less supply same damage against armoured uncharged, more damage charged, immune to ground attacks, more mobile. Void rays can actually do something if they are not charged now, if a viking catches a void ray if it was uncharged before it might be close, but now it will demolish it.
0mar
Profile Joined February 2010
United States567 Posts
October 28 2010 02:20 GMT
#40
On October 28 2010 10:53 TheFinalWord wrote:
Show nested quote +
On October 28 2010 10:28 us.insurgency wrote:
On October 28 2010 10:00 TheFinalWord wrote:
Yes you can't use voids like you did before, but that isn't a bad thing, they are now far far more useful in a straight up fight, I think it will take some time for people to get used to it.

There`s will never be a reason to use them in a straight up fight. They die in 2 seconds to anything and their DPS is not worth their cost.

Compare 2 stalkers and a void ray.
void ray slightly more expensive, less supply same damage against armoured uncharged, more damage charged, immune to ground attacks, more mobile. Void rays can actually do something if they are not charged now, if a viking catches a void ray if it was uncharged before it might be close, but now it will demolish it.


50 gas difference is a lot. It's also a lot easier to pay 50 gas 3 times than it is to pay 150 gas 1 time. Stalkers build instantly while voids take a long goddamn time. Stalkers also require almost no tech while going voids forces you into a single tech path. You can't go void/templar for obvious reasons.

Voids have no role anymore. They were already a gimmicky unit before hand, but now, that one gimmick has been killed because Blizzard isn't creative enough. I figured out that you can charge voids on my own units within a day of seeing the unit.
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
Perscienter
Profile Joined June 2010
957 Posts
October 28 2010 07:42 GMT
#61
On October 28 2010 16:07 NikonTC wrote:
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.

I don't understand this statement since I haven't played just one PvT in weeks where the Terran didn't open with 3rax.
Grond
Profile Blog Joined June 2010
599 Posts
Last Edited: 2010-10-28 07:45:13
October 28 2010 07:43 GMT
#62

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.



It was not meant as a guide, just illustrative of how Protoss may have issues with BC's now.

Repeated your test with 5 3/3 BC's with Yamato vs 7 3/3 Void Rays. BC's win with no casualties.

The scenario where I really see a problem is Marauder + BC + PDD. Terrans aren't making BC's anymore since the nerf but that seems like an extremely difficult combo for Protoss to deal with now.



Final_Judicator
Profile Joined November 2008
Germany85 Posts
October 28 2010 07:58 GMT
#63
Well, all this talking in the video about how much the uncharged damage has improved...

I can understand that VRs may have been to powerful as they were, being able to abuse their high charged damage by using lame base-back-stabbing techniques and wiping out all tech buildings before the defending army even arrives. But this nerf/buff has in my opinion not made the VR a well-rounded unit. They might just take it out of the game and replace it with the BW scout, which might even benefit Protoss, since toss anti (armored) air is so weak that the scout's antimateria rockets should prove useful against capital air units. But that is another story...

To the point:

First of all, the interesting part of the void ray was charging it up pre-fight, because you would have a useless unit otherwise. Now, it doesn't make so much of a difference, since 6 or 8 damage against light isn't THAT big of a deal, and even 10 or 16 damage vs armored isn't nearly as huge of a difference as before, making the unit a lot less interesting and nullifying the charging-up concept.

Void rays are STILL rather weak when uncharged, and only decent when charged.

Something that the people who say "but at least you can fight with uncharged void rays now" obviously forget is another phenomenon that I have observed, but no one seems to have mentioned yet - when you engage troops with a few uncharged void rays, the higher pre-charged damage output makes it almost impossible to charge them up in the fight. E.g., four void rays focusing a roach will kill it so quickly, they won't even get to the second stage. This effectively means the void rays will never be charged when using them uncharged in battle, especially when focusing with 5+ VRs. Before the nerf, the uncharged damage was so low that it was at least possible to charge up on a high hp unit in combat.
So, what I want to say is, that, with the void ray's mechanics, a pre-charged damage buff is in fact automatically a nerf to the charged damage since it will be almost impossible to charge up a group of VRs when there are no structures nearby. Thus, your group of VRs will most probably remain uncharged and effectively remain a rather weak unit.
This may sound weird, but the intention of making an uncharged VR more viable may in fact have decreased the overall viability of VRs...

Regards,

Final_Judicator

Seam
Profile Blog Joined April 2010
United States1093 Posts
October 28 2010 08:08 GMT
#64
On October 28 2010 16:43 Grond wrote:
Show nested quote +

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.



It was not meant as a guide, just illustrative of how Protoss may have issues with BC's now.

Repeated your test with 5 3/3 BC's with Yamato vs 7 3/3 Void Rays. BC's win with no casualties.




People get Yamato?

And if you add the price for Yamato to one side, shouldn't you to the other?
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
RogerChillingworth
Profile Joined March 2010
2830 Posts
October 28 2010 08:14 GMT
#65
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 can no longer decimate an opponent's base like they used to.




Yup. The goal of the nerf. Don't worry, bro, you'll adjust.
aka wilted_kale
Thunderfist
Profile Blog Joined August 2010
Poland159 Posts
October 28 2010 08:17 GMT
#66
Repeated your test with 5 3/3 BC's with Yamato vs 7 3/3 Void Rays. BC's win with no casualties.


What is this ? This is retarded "With YAMATO?". Dude with yamato even in 1.1.1 patch void rays would insta-loose against BC.

Stop sprouting shit like this. And i suppose no shield upgrades though u made armor and weapons ? Make it bold, no upgrades vs no upgrades. Jeez.
...has arrived.
Grond
Profile Blog Joined June 2010
599 Posts
October 28 2010 08:52 GMT
#67
I would definitely get Yamato vs Protoss, especially if he has HT's. Feel free to do your own tests, I had no intention of doing a guide to BC's vs Void Rays. I agree Yamato pretty much owned Void Rays before 1.1.2 but now it will obviously be worse. However it was still the best unit for the job Carrier and Phoenix are much worse and Stalkers can be countered with Marauders and PDD. Not many games last that long but it will be interesting to see if Terrans start going BC's vs Protoss in late game.
Thunderfist
Profile Blog Joined August 2010
Poland159 Posts
October 28 2010 08:54 GMT
#68
HT And their feedback + Storm can do magic tricks on marauder/BC. It's win/win situation.
...has arrived.
oprandom
Profile Joined November 2010
United States33 Posts
November 11 2010 00:27 GMT
#69
Void rays are being used way more after the patch in tournaments now. GSL2 was full of them, and they're being used like mutalisks - hit and run. They're way more effective than before, they just have to be used differently. They used to be used more like siege tanks, establish a position at the edge of someoen's base or army and become invincible over time. Now they're meant to retreat over cliffs and walls and hit again, pinning down the enemy to protect their mineral line.
I will random you
Mios
Profile Joined April 2010
United States686 Posts
November 11 2010 00:47 GMT
#70
the damage change doesnt bother me so much, but what was the rationale for reducing the speed upgrade from the fleet beacon? it's a super late game upgrade that costs a lot and is rarely seen, and it gave the VRs a fun new role that wasnt overpowered at all. totally not worth getting it now unless you're on 4+ bases and planning on building carriers.

Nerfing a rarely used Fleet Beacon upgrade makes me sad. I honestly hope they buff the fleet beacon + carriers in some way, they both cost way too much and the carrier takes far too long to build. yes, you can chronoboost, but it almost seems like Blizzard made late game units so long to train because they're assuming you're chronoboosting it, effectively making chronoboost pointless..
no LAN and intercontinental bnet = T_T
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
November 11 2010 00:54 GMT
#71
Void Rays before 1.1.2 were pretty much restricted to cheese and proxy plays. If the surprise didn't succeed then it would generally fail. Outside of that, void rays were practically not part of the game.

Now we're seeing Void Rays actually be used within an army. The change was most certainly a good one.
NonY
Profile Blog Joined June 2007
8748 Posts
November 11 2010 01:05 GMT
#72
On November 11 2010 09:54 DoubleReed wrote:
Void Rays before 1.1.2 were pretty much restricted to cheese and proxy plays. If the surprise didn't succeed then it would generally fail. Outside of that, void rays were practically not part of the game.

Now we're seeing Void Rays actually be used within an army. The change was most certainly a good one.

It's the opposite for me. Void Rays used to be decent additions to a late game composition when you could charge them up before they fought. Now they are generally just bad additions to a late game composition whether you charge them up or not. However they're still a flying unit that can attack both ground and air so they've retained their use in early game rushes for taking advantage of a lack of anti-air and making opponents defend places that they wouldn't have to defend against an all ground opponent.

And as far as I know, before the patch Void Rays were making up 100% of armies (not in high level 1v1 games, but in other games) and that's why they got nerfed. Making all Void Rays and attack moving them was too powerful in these low level games.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
SOB_Maj_Brian
Profile Blog Joined September 2008
United States522 Posts
November 11 2010 01:28 GMT
#73
Diamond player here, I use proxy VR as my build against T and try to bait T to come out early, which often creates a base trading situation that I can win. I actually like the patch, because now it is even more less expected (the build relies on surprise!). The problem I have is that 1 viking beats, 1 VR (100% of the time because of the RANGE) provided the VR can't kill it after it immediately spawns. Pre-patch you could find the T's starport ASAP and kill it before the viking popped. But now with building dps so low plus mass repair, its a lot harder to do this. Essentially all T really needs to do is get 1 viking and my cheese is dead... this is very sad, however I still win a lot of games with it : ).
Grond
Profile Blog Joined June 2010
599 Posts
November 11 2010 01:33 GMT
#74
VR is pretty much useless now. Blizzard has proven multiple times that they can't balance the charge mechanic. They need to remove charge completely and rebalance the unit.
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-11-11 02:32:23
November 11 2010 02:31 GMT
#75
On November 11 2010 09:54 DoubleReed wrote:
Void Rays before 1.1.2 were pretty much restricted to cheese and proxy plays. If the surprise didn't succeed then it would generally fail. Outside of that, void rays were practically not part of the game.

Now we're seeing Void Rays actually be used within an army. The change was most certainly a good one.


Nah, they definitely could be used for harassment purposes, for scouting, and for various other builds.

They were a versatile unit that rewarded micro, planning and could be used to buy time to make other options viable, like templar or fast expand or mass phoenix.

Now they are a cheese unit that is only effective against protoss and only if he is going robo and you proxy 2-3 gates in midgame and it doesn't get scouted. You could do this before, but it wasn't cheese, because when he saw the VRs he could micro accordingly.

Wow.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2010-11-11 03:05:52
November 11 2010 02:54 GMT
#76
The void ray was useless unless you charged it up first
So the general consensus is that the void ray WAS broken. Now it can actually be used at level 1 charge without instantly forfeiting the game.

I think the void ray design is still pretty flawed. It's made to destroy large targets, but offers no ability that excels at killing large targets! Most battles are too high paced for the void ray to ramp up, so it never sees its full potential. Multiple void rays actually reduce each other's damage, giving less time for a full charge. The health/DPS of the void ray can not really be balanced against heavy units or light units. If it does crazy damage, it kills everything. If it can't deal heavy damage, it fails at killing large targets. High health and low health don't change that simple fact.

Maybe the attack should be shifted to be more +armor at the cost of base damage, but that still makes it good against small armored units. Another option is to change its weapon to +massive and +structure bonus, so it fails against small targets altogether.

The acid spores from broodwar made big ships tremble before the swarm. If the void ray provided some sort of stacking debuff, beefy targets would naturally suffer more than small targets. Which is what the void ray SHOULD be doing on the field. The debuff could be armor reduction, it could be a snare, it could reduce the unit's fire rate. Anything of that nature would ruin a large unit, but be pointless to waste on a marine.
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-11-11 04:16:13
November 11 2010 04:15 GMT
#77
Put VR damage/speed to the same it was before, make vikings not armored, Zergs have learned how to defend it fine since its the same idea as banshees only you don't need detection, Protoss just has to react quickly with Blink Stalkers.

the end.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Arckan
Profile Joined September 2010
243 Posts
November 11 2010 04:24 GMT
#78
I'll remind the naysayers to this patch that the change was aimed at team games. Blizzard deemed VR play in team games too powerful, so they were nerfed. Threads discussing the viability are useful, and I see nothing wrong with comparing the numbers and theorycrafting, but do keep in mind the context in which this patch was implemented.
Eminent Rising
Profile Joined October 2010
United States174 Posts
November 11 2010 04:51 GMT
#79
this is y balancing for silver league and team games will kill this game....
Momento Mori
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-11-11 04:52:39
November 11 2010 04:51 GMT
#80
Never lost to Void Rays in a team game. Sent 1 probe out to scout, said "Hey look the protoss is making cannons. Terran bud, make vikings." Win 100%

Now in a 4v4, where they're all zergs and just muta rush and then make more mutas and more mutas and then they have 400 mutas in one control group?

But nope, blizzard doesn't care about that.

Even if they had to nerf the VR, they didn't need to nerf it that much. Making them as effective as immortals would not be imba in team games. And it would be a slight nerf, to see if it helped, instead of a drastic nerf that changes the unit role entirely, which they said they wouldn't be doing.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Anon06
Profile Blog Joined June 2010
United States203 Posts
November 11 2010 04:56 GMT
#81
On November 11 2010 10:33 Grond wrote:
VR is pretty much useless now. Blizzard has proven multiple times that they can't balance the charge mechanic. They need to remove charge completely and rebalance the unit.


I agree, with you blizzard had no fear of scraping and reworking mechanics before release but after release they wont do that. they could easily change the mechanic to be something like no charge just damage changing depending on the unit:

small beam 5 base damage.
medium beam 5 (+ 5 vs armored).
large beam 5 (+20 vs massive).

or more easily explained as 5 damage (10 vs armored 25 vs massive)

that way it serves a role as an anti capital ship that protoss desperately needs and is still balanced vs everything else. it also makes sense that the pilot would gauge how much juice is necessary by the size of the unit. the damage amount is just an example don't get fixated on that.

or something like an activated ability that causes the voidray to be immobile and shield-less for a certain period of time but gains full charge (the old damage) for "x" amount of time which would promote the old hit and run style again. though i prefer the first method.


Seraph.yongweihua
Profile Joined April 2010
Canada224 Posts
November 11 2010 06:09 GMT
#82
It's quite enlightening to find out 20 seconds is where the differences start for new and old void rays. I still prefer the older void rays though
lastmotion
Profile Blog Joined September 2010
368 Posts
Last Edited: 2010-11-11 06:17:41
November 11 2010 06:13 GMT
#83
There was no problem with the previous VRs. Yes it was quite powerful with a few number but what do you expect for an expect for an expensive air unit that takes time to charge?

The only part I disliked about VRs was that they came out too early; P needs to build something besides Stargate to start massing them. This is coming from a Terran player. The Void Ray nerf was really unjustified.

I feel like Blizzard listened to the Terran players who screamed about VRs (even though VRs were fine) and did not listen to the Protoss players who screamed about Marauders (Marauders were a problem since the dawn of time). Well technically they "nerfed" Marauders by giving it a 50/50 research for concussive...but that 50/50 is a cheap price and after the research is done, Marauders go back to their flawed self.
Reesj
Profile Joined August 2010
Sri Lanka47 Posts
November 11 2010 06:17 GMT
#84
On October 28 2010 07:59 roliax wrote:
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.



Only a mentally Handicapped person or someone who has never used the void rays would call it a buff. they almost always were charged up when fighting important units and they used mostly to attack buildings when no troops near or when they get there to get killed.

You are either a really stupid person or never used void rays on the first place!


User was temp banned for this post.
NeonGenesis
Profile Joined September 2005
Norway260 Posts
November 11 2010 08:56 GMT
#85
Being made of glass and not being comparable to it's old self in terms of fighting capabilities, I feel it should have its range and armor back.
It's all good. I just want rainbows, unicorns and machine guns. -Sundance DiGiovanni
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2010-11-11 09:12:55
November 11 2010 09:12 GMT
#86
I don't know why there's so much complaining about Void Rays. They still are quite nice to open up with PvT to get an expansion up and contain Terran, possibly even kill him if he's playing greedy.

Their "ball" effect in late game, particularly against Terran was a little bit absurd. Now this gives us a reason to get Carriers, which I'm happy about. Also the level 1 damage for Void Rays is better and that can be used for some new things (much easier to snipe overlords now).

As far as the nerfed damage on the level 2, it's still good but again not so ridiculously broken that you always choose it over Carriers.
Paradice
Profile Joined October 2010
New Zealand431 Posts
Last Edited: 2010-11-11 09:31:53
November 11 2010 09:27 GMT
#87
It's a significant nerf, not only to overall damage (the spreadsheet assuming people used to start the battle with them without charge, considering how low the damage was then, is um... not an entirely valid assumption)

Even if you (for whatever reason!) play the way the spreadsheet assumes, they've nerfed you too, by making it virtually impossible to charge in battle against a typical ground ball. It takes literally every tick of a marauder's health bar to charge a void ray, and if you happen to have more than one, or (god forbid) a gateway army also in the fight, you'll find the voids almost impossible to charge because no single unit survives long enough. You can't even use single-target micro to prevent this, since their 'move and attack' mechanic will cause them to switch targets whenever their specified target retreats, even by a single hex out of their normal 6....

Watch the NEXGenius vs HopeTorture game on Lost Temple in the GSL. At the end, NEX is using voids as part of his main deathball vs the entire terran army, and the majority of them never manage to charge up at all....

Edit: even saying that they have been nerfed significantly (and really, there's no doubt about it), they do have marginally more utility than they did before, and before they were imba at full charge... so I can't say it was a totally bad change. The problem now is, their whole unique mechanic is pretty worthless. I don't really care if my voids are charged or not when I'm using them. It used to matter a great deal...

Imagine if as a Terran you didn't really care if your tanks were sieged or not, it didn't feel like it made a gamechanging difference either way... wouldn't you be a bit disappointed?
Widar
Profile Joined October 2010
Sweden261 Posts
November 11 2010 10:54 GMT
#88
On November 11 2010 18:12 Tump wrote:
I don't know why there's so much complaining about Void Rays. They still are quite nice to open up with PvT to get an expansion up and contain Terran, possibly even kill him if he's playing greedy.

Their "ball" effect in late game, particularly against Terran was a little bit absurd. Now this gives us a reason to get Carriers, which I'm happy about. Also the level 1 damage for Void Rays is better and that can be used for some new things (much easier to snipe overlords now).

As far as the nerfed damage on the level 2, it's still good but again not so ridiculously broken that you always choose it over Carriers.


Open up PvT with Void Rays? - Marines will decimate them.

So, we will use Carriers more, because they dont suck as much as the void ray?
- I think I will just go for a better tech path

Why snipe overlords with Void Rays when you can do it with pheonixes?

Why even bother with the Stargate? - The reason we didn't get carriers was not because Void Rays were so much better, it was because Carriers sucked.

Theres barly much of a difference, it should be noticably more dangerous with charged void rays - now its just /care
Fake it till you make it
xenaris
Profile Joined July 2010
Belgium34 Posts
November 11 2010 11:01 GMT
#89
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)


I totally agree, normally they were usefull in sniping buildings when your opponents were out their base.. now they can't even kill a supply depot in a reasonable time...
leet
kidd
Profile Blog Joined November 2002
United States2848 Posts
November 11 2010 11:34 GMT
#90
Void rays are more useful now than they were before. If you're complaining that you can't hide VRs and autowin if they're not scouted or that they can't kill buildings fast enough now, I feel that your skill level is displayed as low through that opinion. Void rays still kill buildings very fast and the change just makes them more viable in multiple scenarios and probably the more intended scenario by blizzard, to use them to strengthen an army composition.

Previously VRs were either an all in or entirely useless unless you had a good way to charge them meaning they had a limited, very specific use. The dps is clearly lower at charge now, but they're so much more useful now and blend in much better into sc2 as a game now. Since now, you can use them as part of your army to force more anti-air units then while you destroy buildings they get stronger making it harder to approach your army until charge is dead. My opinion is P players should like it more now since it's more versatile as a unit even though it's not as destructive at charge.
Hi
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
November 11 2010 11:45 GMT
#91
Void Rays are now more difficult to deal with at the start but still manageable when fully charged.
A quick poke is now generally more deadly because you can do more damage before you have to move away.

My Vikings against Flux Vane VRs are having a harder time when the VRs manage to nudge into range before the Vikings fly off, but they're no longer impossible to bring down once they are charged.
Generally though I never had significant issues with VRs, Marines and Vikings deal with them quite readily both pre and post patch.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Friend23
Profile Joined August 2010
Poland270 Posts
November 11 2010 11:45 GMT
#92
well but 25 dmg on charged vr feels a bit low, i do admit that 40 was pretty sick but from 40 to 25 it feels huge
Friend23
Profile Joined August 2010
Poland270 Posts
Last Edited: 2010-11-11 12:36:46
November 11 2010 11:52 GMT
#93
Also I have a question to You and if You or somebody else who know the numbers could answer me I would be thankful.

In current patch, with no damage upgrades, the damage is as follows:

L1 = 6 +4 to armored
L2 = 6 +4 to armored
L3 = 8 +8 to armored

(I figured it out out of the chart in the vid)

But how exactly does it change for +1 air, for +2 air, for +3 air? heard somewhere than +1 gives a difference so that L2 has higher damage than L1.

If somebody could clearly answer what is the damage on each level for each damage upgrade, it would be great.
Friend23
Profile Joined August 2010
Poland270 Posts
November 11 2010 11:56 GMT
#94
And yeah, VR doesnt seem like a real counter to BCs, Carriers - perhaps yes, Brood Lords - You do well enough with just Blink Stalkers.

There could be higher damage to massive next to current damage to light/armored.
andrewwiggin
Profile Joined September 2010
Australia435 Posts
November 11 2010 12:00 GMT
#95

The only people who think void rays are useful now are the terran and zerg players posting on this thread... you know who you are.


And to whoever said void rays kill buildings fast now... do you even PLAY protoss?

PLEASE. before you post up saying "OH VOID RAY IS OKAY STOP COMPLAINING", how about you
1. PLAY protoss
2. TRY to win with a VR composition more than 50% of the time, and THEN tell us about it.

If scouted, VRs are a dead end. No, that's incorrect.

They're a goddamn chainball of lost mineral/gas investments helping you to drown in the sea of lings/roaches/MMM/vikings/and every other goddamn unit...

-___-
Woony
Profile Blog Joined August 2010
Germany6657 Posts
Last Edited: 2010-11-11 12:07:38
November 11 2010 12:05 GMT
#96
On November 11 2010 20:34 kidd wrote:
Void rays are more useful now than they were before. If you're complaining that you can't hide VRs and autowin if they're not scouted or that they can't kill buildings fast enough now, I feel that your skill level is displayed as low through that opinion. Void rays still kill buildings very fast and the change just makes them more viable in multiple scenarios and probably the more intended scenario by blizzard, to use them to strengthen an army composition.

Previously VRs were either an all in or entirely useless unless you had a good way to charge them meaning they had a limited, very specific use. The dps is clearly lower at charge now, but they're so much more useful now and blend in much better into sc2 as a game now. Since now, you can use them as part of your army to force more anti-air units then while you destroy buildings they get stronger making it harder to approach your army until charge is dead. My opinion is P players should like it more now since it's more versatile as a unit even though it's not as destructive at charge.


Voidrays are terrible as a part of a main army, they are expensive, fragile and are terribly cost efficient. The fact that you need to get Stargate tech to get them doesn't help.
bobucles
Profile Joined November 2010
410 Posts
November 11 2010 13:12 GMT
#97
I don't like the direction blizzard is pushing the void ray, considering that void rays still do not counter the units they were intended to counter.

Like it or not, void rays are a T2 unit made to counter T3 units. It doesn't have to make sense, but that's what their charge up mechanic was made to do. They end up ineffective because they always get swarmed by T1 and T2 units! The nerf to structure killing doesn't help, as that was one of their few good uses mid game.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2010-11-11 14:07:10
November 11 2010 13:52 GMT
#98
Why does everyone care so much about the counter list? I mean sheesh, it's not like banelings do very well against zealots, or roaches do particularly well against marines. Hell, I've killed colossi with zerglings cost efficiently.

When talking about cost efficiency, Void Rays were always a glass cannon unit. They are good when units aren't attacking them, like mutalisks. That has always been true even before the change. Its just that now they actually require some support to make work, rather than just soloing into the fray as cheese.

I'm sorry, I've seen much more standard void ray play now that its been changed. Not fancy cheese or proxying, but normal void ray play, as part of an army. Before the patch, I never saw this. That's all I'm sayin'. Void Rays were stupid before the patch.

small beam 5 base damage.
medium beam 5 (+ 5 vs armored).
large beam 5 (+20 vs massive).


Uhm. This makes the void ray possibly one of the most boring, uninteresting units in the game.

That's like balancing reapers by removing the jumping mechanic and the +damage to buildings.

Voidrays are terrible as a part of a main army, they are expensive, fragile and are terribly cost efficient. The fact that you need to get Stargate tech to get them doesn't help.


Mutalisks are also expensive, fragile, and terribly cost efficient but are one of the best units in the game. They require tech that takes a long time to build so its easy to scout, and is one of our most expensive tech buildings. Going to have to try harder than that.
Spiegel
Profile Joined September 2010
Australia79 Posts
November 11 2010 15:23 GMT
#99
The voidray is the highest DPS FOR FOOD unit in the game. that is a strong niche to have.
Ok well it may not be true I read that somewhere and it sounded true enough. I would love for someone to correct me with proof.
You really need to expand now.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
November 11 2010 15:38 GMT
#100
On November 11 2010 21:00 andrewwiggin wrote:

The only people who think void rays are useful now are the terran and zerg players posting on this thread... you know who you are.


And to whoever said void rays kill buildings fast now... do you even PLAY protoss?

PLEASE. before you post up saying "OH VOID RAY IS OKAY STOP COMPLAINING", how about you
1. PLAY protoss
2. TRY to win with a VR composition more than 50% of the time, and THEN tell us about it.

If scouted, VRs are a dead end. No, that's incorrect.

They're a goddamn chainball of lost mineral/gas investments helping you to drown in the sea of lings/roaches/MMM/vikings/and every other goddamn unit...


You know who plays Protoss really, really well?

Plexa.

You know what Plexa thinks the future of lategame PvZ is?

Speed Rays

From his (extremely awesome) PvZ guide on the strat forums (http://www.teamliquid.net/forum/viewmessage.php?topic_id=167992):

Okay so once you scout that he's going hive you need to decide on what Late game unit composition you want to strive for. Really, there are only two options - Void Rays or Immortals. Immortals hard counter Ultralisks so if you know your Zerg opponent is going to go Ultralisks, slap down 3 robos and pump immortals, research charge, and mass Zealots. If you were using the IST unit composition keep making Templar and cease Stalker production. If you were using the CSS unit composition, try not to lose Colossus and cease Stalker/Sentry production - consider mixing in DTs if possible. Ultimately though, I feel that Immortals are not flexible enough for the late game since a good Zerg should switch back to Mutalisks or Hydralisks and roflstomp your late game army - plus immortals suck against Broodlords for obvious reasons.

2 Stargate VoidRay, however, is the future of PvZ late game in my humble opinion. Hasuobs was the first to really use this in high pressure situations, as far as I can recall. Of course I am referring to his Go4SC2 Final against Haypro, in particular his game on Lost Temple. Void Rays, or rather, Speed Rays are incredible late game units for the following reasons
- Zerg has nothing good to kill them with (muta expensive, corruptor lol, hydras die to everything)
- They do full damage to Ultra and Broods
- Are really useful against both Broods and Ultras
- Speedrays are amazing harass tools (can shut down expos, kill drones, tech etc)
- They force hydras/mutas which are both gas intensive, the zerg wants to be spending that gas on ultra or BL

To top it all off, they complement a CSS or IST army really well independently of late game so around 150 food you can slap down two stargates and pump Voids without worrying about whether they will be countered by something (because there isn't an excellent counter to them!). If the Zerg is going Ultra, cut Stalkers and add Zealots and if he's going Broods continue the Stalker production. Also, getting speed unlocks the mighty Mothership. Laugh all you want at how useless you think it is, but getting a Mothership forces the Zerg to either
a) target fire the Mothership before killing your army (i.e. a 400/400 PDD which has vortex)
b) Get overseers (which is annoying)
In either case the Mothership augments the power of your Zealot/Colossus/Stalker/Void Ray or Zealot/Stalker/Immortal/Templar/Void Ray ball tenfold. It can make all the difference in a 200/200 fight, trust me.



Void Rays are far from useless
He drone drone drone. Me win. - ogsMC
DuneBug
Profile Joined April 2010
United States668 Posts
Last Edited: 2010-11-11 15:46:14
November 11 2010 15:41 GMT
#101
On November 12 2010 00:23 Spiegel wrote:
The voidray is the highest DPS FOR FOOD unit in the game. that is a strong niche to have.
Ok well it may not be true I read that somewhere and it sounded true enough. I would love for someone to correct me with proof.


^ what? no. pretty sure a stimmed marine is.

http://wiki.teamliquid.net/starcraft2/Marine

6 damage for 1 food every .57 seconds.
that's 10.52 damage per second on average, * 3 marines = 31.5~ damage per second approx.

Void ray:
Against non-armored targets
Stage 1: 6(+1) dmg / 0.6sec = 10.00 dps (+1.67 per upgrade)
Stage 3: 8(+1) dmg / 0.6sec = 13.33 dps (+1.67 per upgrade)
Against armored targets
Stage 1: 10(+1) dmg / 0.6sec = 16.67 dps (+1.67 per upgrade)
Stage 3: 16(+2) dmg / 0.6sec = 26.67 dps (+3.33 per upgrade)

So even against a void ray's optimal target at stage 3 charge, marine still out dps's. and marine costs soooooo much less.

cracklings actually might be higher dps / per food
TIME TO SAY GOODNIGHT BRO!
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
November 11 2010 15:44 GMT
#102
On November 12 2010 00:23 Spiegel wrote:
The voidray is the highest DPS FOR FOOD unit in the game. that is a strong niche to have.
Ok well it may not be true I read that somewhere and it sounded true enough. I would love for someone to correct me with proof.


I believe that still belongs to the Stimmed Marine.

Something retarded like 11dps and each +1 adds another 2dps.
As it turns out, marines don't actually cost any money -Jinro
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2010-11-11 16:53:31
November 11 2010 16:46 GMT
#103
On November 12 2010 00:44 Jermstuddog wrote:
Show nested quote +
On November 12 2010 00:23 Spiegel wrote:
The voidray is the highest DPS FOR FOOD unit in the game. that is a strong niche to have.
Ok well it may not be true I read that somewhere and it sounded true enough. I would love for someone to correct me with proof.


I believe that still belongs to the Stimmed Marine.

Something retarded like 11dps and each +1 adds another 2dps.


What really? The Crackling doesn't beat the marine in terms of DPS/Food? Really?

Well certainly the Baneling does. Kind of hard to beat Infinity.
Widar
Profile Joined October 2010
Sweden261 Posts
November 11 2010 16:52 GMT
#104
On November 12 2010 00:23 Spiegel wrote:
The voidray is the highest DPS FOR FOOD unit in the game. that is a strong niche to have.
Ok well it may not be true I read that somewhere and it sounded true enough. I would love for someone to correct me with proof.


Not trou in the slightest.
Fake it till you make it
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
Last Edited: 2010-11-11 17:04:40
November 11 2010 16:55 GMT
#105
What really? The Crackling doesn't beat the marine in terms of DPS/Food? Really?


Actually it definitely does. With the adrenal upgrade, Zerglings attack once every .587 seconds, which comes out to 1.7 attacks per second per Zergling.

Zerglings do 5(+1) damage per an attack. 5*1.7 is 8.5 dps per Zerglins. Since Zerglings are only .5 food, that means they do 17 dps per 1 food. Each upgrade adds 3.4 dps per 1 food.

However...

Zerglins are incredibly low hp and melee only. Typically, they will die faster than marines, and fewer of them will be able to attack at once, and they are less versatile.

So yes, in theory Cracklings are the highest dps per food in the game by far. However, in practice it doesn't actually play out that way since attacking with 100% of your Ling force simultaneously is very hard to do, focus firing is much harder than with marines, and the Lings will be dying off very quickly.

edit:

and hell, if you're gonna go that far...

Banelings are 20 dps splash per .5 food, or 40 dps for every 1 food. So they are the highest dps per food unit in the game (not counting non-food units like Broodlings and Infested Terrans). However, they only get one attack.

Basically, dps/food is a really, really reductive way to analyze units that ignores a ton of other important factors.

But this is getting OT...

Back to topic.

As Plexa points out, Void Rays are terrific against Zerg Hive Tech, and none of the Zerg counters are especially effective. Hydras die if you blow on them hard, Corruptors suck against Voids, Mutas are too expensive to be cost efficient except in large numbers, and if you use your Voids to force them to pull their mutas away from their main army then you've already severely hurt the Zerg player. Plus, since the patch Voids are excellent harass tools in the same mold as mutas. That is, they do decent damage up front, so even without worrying about getting charge you can just dart in, deal some damage and leave before they get past your shields. It forces your opponent to builds mutas/corruptors and then separate them from their main force, without using them for harassment (if a Zerg player is building mutas and can't use them either with his army or to harass their opponent, they are not happy campers), or they build Hydras, which just suck regardless.
He drone drone drone. Me win. - ogsMC
whomybuddy
Profile Joined August 2010
United States620 Posts
November 11 2010 17:03 GMT
#106
1 void ray is still able to kill 1 queen. I don't think dps changes make much of a different. 1 void ray can still take down 1 hatchery pretty fast.
Roaches all the way way way.
arterian
Profile Joined September 2010
Canada1157 Posts
November 11 2010 17:10 GMT
#107
can't remember the last time I used Void Rays
http://www.twitch.tv/arterian
Friend23
Profile Joined August 2010
Poland270 Posts
November 11 2010 20:07 GMT
#108
On November 11 2010 20:52 Friend23 wrote:
Also I have a question to You and if You or somebody else who know the numbers could answer me I would be thankful.

In current patch, with no damage upgrades, the damage is as follows:

L1 = 6 +4 to armored
L2 = 6 +4 to armored
L3 = 8 +8 to armored

(I figured it out out of the chart in the vid)

But how exactly does it change for +1 air, for +2 air, for +3 air? heard somewhere than +1 gives a difference so that L2 has higher damage than L1.

If somebody could clearly answer what is the damage on each level for each damage upgrade, it would be great.


so nobody knows how it exactly is?
tofucake
Profile Blog Joined October 2009
Hyrule19028 Posts
November 11 2010 20:14 GMT
#109
On November 12 2010 00:41 DuneBug wrote:
Show nested quote +
On November 12 2010 00:23 Spiegel wrote:
The voidray is the highest DPS FOR FOOD unit in the game. that is a strong niche to have.
Ok well it may not be true I read that somewhere and it sounded true enough. I would love for someone to correct me with proof.


^ what? no. pretty sure a stimmed marine is.

http://wiki.teamliquid.net/starcraft2/Marine

6 damage for 1 food every .57 seconds.
that's 10.52 damage per second on average, * 3 marines = 31.5~ damage per second approx.

Void ray:
Against non-armored targets
Stage 1: 6(+1) dmg / 0.6sec = 10.00 dps (+1.67 per upgrade)
Stage 3: 8(+1) dmg / 0.6sec = 13.33 dps (+1.67 per upgrade)
Against armored targets
Stage 1: 10(+1) dmg / 0.6sec = 16.67 dps (+1.67 per upgrade)
Stage 3: 16(+2) dmg / 0.6sec = 26.67 dps (+3.33 per upgrade)

So even against a void ray's optimal target at stage 3 charge, marine still out dps's. and marine costs soooooo much less.

cracklings actually might be higher dps / per food

The Void Ray damage in Liquipedia is outdated.
Liquipediaasante sana squash banana
skipdog172
Profile Joined June 2010
United States331 Posts
November 11 2010 20:23 GMT
#110
On November 11 2010 21:05 Woony wrote:
Show nested quote +
On November 11 2010 20:34 kidd wrote:
Void rays are more useful now than they were before. If you're complaining that you can't hide VRs and autowin if they're not scouted or that they can't kill buildings fast enough now, I feel that your skill level is displayed as low through that opinion. Void rays still kill buildings very fast and the change just makes them more viable in multiple scenarios and probably the more intended scenario by blizzard, to use them to strengthen an army composition.

Previously VRs were either an all in or entirely useless unless you had a good way to charge them meaning they had a limited, very specific use. The dps is clearly lower at charge now, but they're so much more useful now and blend in much better into sc2 as a game now. Since now, you can use them as part of your army to force more anti-air units then while you destroy buildings they get stronger making it harder to approach your army until charge is dead. My opinion is P players should like it more now since it's more versatile as a unit even though it's not as destructive at charge.


Voidrays are terrible as a part of a main army, they are expensive, fragile and are terribly cost efficient. The fact that you need to get Stargate tech to get them doesn't help.


Didn't NexGenius use Voidrays as part of his main army early game vs. Terran in one game during GSL2? And he won that game? Guess I'll have to find it. I'm pretty sure it was Nexgenius. If it wasn't him, it was one of the other few toss players that made it somewhat far. It was impressive to watch... I figured Void Rays were useless as a part of your main army just like you, but it was a good show. They really do kill normal ground units at a decent speed now without having to charge.
Electrolyte
Profile Joined November 2010
England8 Posts
Last Edited: 2010-11-13 17:52:55
November 11 2010 20:29 GMT
#111
How do you charge a Void Ray before it goes in battle?
Common sense isn't as common as we're led to believe...
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2010-11-11 20:53:09
November 11 2010 20:51 GMT
#112
Banelings are 20 dps splash per .5 food, or 40 dps for every 1 food. So they are the highest dps per food unit in the game (not counting non-food units like Broodlings and Infested Terrans). However, they only get one attack.


Dude, it's a baneling. It doesn't deal "40 damage every second." Not only is it splash, but it doesn't do "damage per second." All of a Baneling's damage is instantaneous. It has infinite damage per second.

So yes, in theory Cracklings are the highest dps per food in the game by far. However, in practice it doesn't actually play out that way since attacking with 100% of your Ling force simultaneously is very hard to do, focus firing is much harder than with marines, and the Lings will be dying off very quickly.


Okay, good. Because if cracklings didn't beat marines dps/foodwise then zerglings would be ridiculously terrible.
Lavitage
Profile Joined September 2010
United States71 Posts
November 11 2010 22:43 GMT
#113
On November 12 2010 05:29 Electrolyte wrote:
How do you charge a Void Ray before it goes in battle?


Shoot either some destructible rocks, or something you own (a proxy building, a hallucination, an actual unit, whatever.)
Karas
Profile Joined March 2010
United States230 Posts
November 12 2010 00:29 GMT
#114
I didn't mind the damage decrease of the ray but I did mind the massive nerf to its speed upgrade. A small nerf was fine, but now the upgrade doesn't feel worth it.

Its also important to note that while the void ray is powerful, its very very expensive to get. Stargates are expensive buildings and take a long time to build so you can't pump out void rays like you can muta or banshees.
Dakkas
Profile Joined October 2010
2550 Posts
November 12 2010 00:44 GMT
#115
On November 12 2010 05:51 DoubleReed wrote:
Show nested quote +
Banelings are 20 dps splash per .5 food, or 40 dps for every 1 food. So they are the highest dps per food unit in the game (not counting non-food units like Broodlings and Infested Terrans). However, they only get one attack.


Dude, it's a baneling. It doesn't deal "40 damage every second." Not only is it splash, but it doesn't do "damage per second." All of a Baneling's damage is instantaneous. It has infinite damage per second.


How on earth does that prove it has 'infinite' damage per second?
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2010-11-12 03:28:25
November 12 2010 03:27 GMT
#116
Ridiculous thesis by video, usage or should I say non usage now tells us that. The whole idea with void rays was to use them charged otherwise they are terribly expensive slow not very effective units even with the "buff" so no one uses them.
MC for president
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2010-11-12 05:00:34
November 12 2010 04:55 GMT
#117
On November 12 2010 09:44 Dakkas wrote:
Show nested quote +
On November 12 2010 05:51 DoubleReed wrote:
Banelings are 20 dps splash per .5 food, or 40 dps for every 1 food. So they are the highest dps per food unit in the game (not counting non-food units like Broodlings and Infested Terrans). However, they only get one attack.


Dude, it's a baneling. It doesn't deal "40 damage every second." Not only is it splash, but it doesn't do "damage per second." All of a Baneling's damage is instantaneous. It has infinite damage per second.


How on earth does that prove it has 'infinite' damage per second?


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.
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
November 12 2010 04:58 GMT
#118
You shouldn't be calculating DPS for banelings anyway. They're a one use unit.
Grond
Profile Blog Joined June 2010
599 Posts
November 12 2010 05:39 GMT
#119
On November 11 2010 11:54 bobucles wrote:
Show nested quote +
The void ray was useless unless you charged it up first
So the general consensus is that the void ray WAS broken. Now it can actually be used at level 1 charge without instantly forfeiting the game.

I think the void ray design is still pretty flawed. It's made to destroy large targets, but offers no ability that excels at killing large targets! Most battles are too high paced for the void ray to ramp up, so it never sees its full potential. Multiple void rays actually reduce each other's damage, giving less time for a full charge. The health/DPS of the void ray can not really be balanced against heavy units or light units. If it does crazy damage, it kills everything. If it can't deal heavy damage, it fails at killing large targets. High health and low health don't change that simple fact.

Maybe the attack should be shifted to be more +armor at the cost of base damage, but that still makes it good against small armored units. Another option is to change its weapon to +massive and +structure bonus, so it fails against small targets altogether.

The acid spores from broodwar made big ships tremble before the swarm. If the void ray provided some sort of stacking debuff, beefy targets would naturally suffer more than small targets. Which is what the void ray SHOULD be doing on the field. The debuff could be armor reduction, it could be a snare, it could reduce the unit's fire rate. Anything of that nature would ruin a large unit, but be pointless to waste on a marine.



Not correct all all. It was nerfed for team game. It was an almost useless unit in 1x1, now it's a completely useless unit. My main issue is its is unbelievably hypocritical to state that charged Void Rays killed stuff too fast but stimmed Marauders are fine.
NoobieOne
Profile Joined August 2010
United States1183 Posts
November 12 2010 06:08 GMT
#120
I used to be a fan of a Void Ray Harass into a stalker push that gave me a good win % vs terran, however this was due to my terran opponent overcompensating vs void rays and building too many marines and not void ray imba. Now the only time i ever build void rays is for the Lolz when i mothership rush.
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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