Page 2 of 2 FirstFirst 12
Results 11 to 20 of 20

Thread: Void Rays vs Missle turrets

  1. #11

    Default Re: Void Rays vs Missle turrets

    Quote Originally Posted by Norfindel View Post
    IMHO, Terrans got too Marauder-dependant, and too MULE-greedy. If i can tech to Void Rays from one base, while they're stuck massing T1 units that can only attack ground, that's the player's fault.
    Lol, there's probably a great deal of truth to this statement much as most Terran players hate to admit it.

    Vikings should be ok vs Void Rays.
    Not without vastly superior numbers AND insane micro (which kinda defeats the whole point of being a counter in the first place)

  2. #12

    Default Re: Void Rays vs Missle turrets

    4 vikings vs 2 voids own them without losing a viking, that is if you move away one of the vikings when attacked. You can lose one viking, but they own at this ratio.

  3. #13

    Default Re: Void Rays vs Missle turrets

    Quote Originally Posted by GnaReffotsirk View Post
    4 vikings vs 2 voids own them without losing a viking, that is if you move away one of the vikings when attacked. You can lose one viking, but they own at this ratio.

    1 or 2 void rays aren't the problem though. The problem is when you have a critical mass of them. They become effectively unstoppable without near-godly micro.

    And that's especially a problem considering they ARE relatively massable for their tier.

  4. #14

    Default Re: Void Rays vs Missle turrets

    Quote Originally Posted by phazonjunkie View Post
    1 or 2 void rays aren't the problem though. The problem is when you have a critical mass of them. They become effectively unstoppable without near-godly micro.

    And that's especially a problem considering they ARE relatively massable for their tier.
    I fail to see how 250/150/60 is massable at all. Thats literally like saying colossus is massable.

  5. #15

    Default Re: Void Rays vs Missle turrets

    Guys, let's get realist. I can barely pump out a Void Ray or two to save my own ass when my ground units cannot stop the ball of Marauders anymore.

    Vikings are double-pumped with a Reactor, and cost half a Void Ray. Marines can also be double-pumped, and what about using Stimpacks? Just don't get caught with your pants down.

    What i see, is that Terrans are going almost pure Marauder and try to break the Protoss base ASAP. A Marauder lasts nearly 3 seconds under a charged VR fire. Terrans have other options in this matchup, but they seem to use this all the time.

    A Void Ray is a very situation-dependant unit. When they switch targets, they remain at the charge state they are. That means that if the targeted units die before reaching stage 2, the VR is always going to be at stage 1. If you go running at the VRs when they're at full power, they will continue to shoot at full power. When the Void Ray doesn't shoots anything for a few seconds, they return to stage 1.
    Last edited by Norfindel; 05-13-2010 at 10:11 AM.

  6. #16

    Default Re: Void Rays vs Missle turrets

    Quote Originally Posted by phazonjunkie View Post
    1 or 2 void rays aren't the problem though. The problem is when you have a critical mass of them. They become effectively unstoppable without near-godly micro.

    And that's especially a problem considering they ARE relatively massable for their tier.
    Yeah, I see your point. They can just run over someone's base. This is their potential at maximum, so strats vs voids should prevent the toss from being able to reach that mass.

    Besides, if the toss rushes to voids, you can walk over them with your ground forces. If you look at replays vs toss who rushes to VRs, you can see how void their bases are of units.

    This is 8mins, 820 when he reaches your base, at this point you got some option to at least get 2 tanks with siege, and keep pumping rines at your base to shoo those surgical maneuvers away.

    Not sure if this works vs Gradius though.

  7. #17

    Default Re: Void Rays vs Missle turrets

    Vikings counter VR quite nice, when they are NOT charged up! Then they get totally owned.

  8. #18

    Default Re: Void Rays vs Missle turrets

    marines and a couple of thors work nicely to counter a below 6/7 VR's with u losing some marines and possilby a thor but thats to be expected though it doesn't work if there a huge mob of VR's if anybody finds a unit that can take on 20 VR's it would be appreciated

  9. #19

    Default Re: Void Rays vs Missle turrets

    Something i always found really strange, is why they removed the stage 2. They could had done something more interesting, like keeping it, and tweaking the amount of damage it does, and the amount of time needed to reach every stage. Hell, they could even tweak the amount of time it takes to lower one stage, instead of returning to stage 1 directly.
    That way, the unit won't go from completely useless to WTFdamage, like it does now, and it could work like switching targets returns to stage 2, if it was on 3, or something like that, and make the stage 2 usefull, but not a beast.

  10. #20

    Default Re: Void Rays vs Missle turrets

    Quote Originally Posted by GnaReffotsirk View Post
    Yeah, I see your point. They can just run over someone's base. This is their potential at maximum, so strats vs voids should prevent the toss from being able to reach that mass.

    Besides, if the toss rushes to voids, you can walk over them with your ground forces. If you look at replays vs toss who rushes to VRs, you can see how void their bases are of units.

    This is 8mins, 820 when he reaches your base, at this point you got some option to at least get 2 tanks with siege, and keep pumping rines at your base to shoo those surgical maneuvers away.

    Not sure if this works vs Gradius though.
    The reps you watched must not be really good Protoss players... I usually have at least a few sentries and stalker/zeal and maybe a cannon when my 2nd or 3rd void ray is in the T base.

    Also, 8 mins? lol! I can get one in someone's base in 5-6 mins! Chronoboost buddy

Similar Threads

  1. [Replays] WhiteRa fast Void Rays vs 'Morrow build'?
    By GRUNT in forum StarCraft Discussion
    Replies: 2
    Last Post: 05-04-2010, 11:15 AM
  2. How exactly do Void Rays work?
    By DesertRose in forum StarCraft Discussion
    Replies: 1
    Last Post: 05-03-2010, 04:59 PM
  3. How does the void ray work now?
    By Wankey in forum StarCraft Discussion
    Replies: 29
    Last Post: 04-11-2010, 11:23 AM
  4. void rays upgrade
    By agentheart in forum StarCraft Discussion
    Replies: 14
    Last Post: 04-07-2010, 10:07 AM
  5. Void ray rush
    By Wrocek in forum StarCraft Discussion
    Replies: 2
    Last Post: 03-22-2010, 12:37 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •