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Thread: Void Ray Numbers

  1. #1

    Default Void Ray Numbers

    I'm curious if the Void Ray works better in small squads, like you would use Dark Templar or Reapers, than in large groups like other units. I know that of course they're expensive, but if you get large numbers of Void Rays they kill targets faster collectively and don't get the chance to charge up their beams, whereas in smaller groups they do less damage collective, they focus on a target longer and can charge up their beams easier. As an experiment I built a dozen of the things (I stayed after the game ended to check this) and had them attack my buildings. Standards 1000+ HP buildings only let one or two charge up, while it took destroying a 1500 HP central base for all of them to charge.

    So that's my question, conceptually do you think smaller groups of Void Rays are more effective than large groups due to how they power up?
    Last edited by Drake Clawfang; 06-06-2010 at 07:02 PM.
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  2. #2
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    Default Re: Void Ray Numbers

    Tis true. Void rays are the most cost effective when you have 1.

  3. #3

    Default Re: Void Ray Numbers

    Har har hardy har
    SC2 handle - "DrakeyC, code 929"

    I ARE A PROPHET! I've predicted three major aspects of SC2 correct, more or less.

    June 2007 - I predicted the Protoss campaign would give you new tech as you conducted diplomacy among tribes.

    Hidden Content:
    July 18th 2010 - I predicted Raynor would broadcast information of Mengsk's actions on Tarsonis to discredit him and incite rebellion.


    Hidden Content:
    June 16th 2010 I predicted the Voice in the Darkness was the commanding force behind the Hybrids. I'm calling it half-right.

  4. #4

    Default Re: Void Ray Numbers

    Void Rays need to survive until their damage ramps up. That means that you either need a distraction, or a lot of VRs. If there's nothing there to attack them, you can use any number.

  5. #5
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    Default Re: Void Ray Numbers

    Lots of VRs? Bad idea.

    Getting more VRs to take damage for VRs is incredibly inefficient. If your enemy is getting units good at killing VRs, starting getting something else.

    Your idea is the direct opposite of Drake's. I support Drake in this. And that statement about 1 VR is completly serious.

  6. #6
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    Default Re: Void Ray Numbers

    2-3 VD's is imo optimal in early-mid game.

    Zealot+Stalker army knocking to front-door while 2-3 VR's charge up from behind the base and whatever happens in the end, you get lot of buildings destroyed.

  7. #7

    Default Re: Void Ray Numbers

    Quote Originally Posted by VVheat View Post
    Lots of VRs? Bad idea.

    Getting more VRs to take damage for VRs is incredibly inefficient. If your enemy is getting units good at killing VRs, starting getting something else.

    Your idea is the direct opposite of Drake's. I support Drake in this. And that statement about 1 VR is completly serious.
    That depends on the enemy units. If they're armored units, once the VRs charge, they're screwed. Of course, getting units supporting your VRs is a much better idea. I like to mix them with some Phoenix, or Carriers, if i have enough resources. People goes "WTF?!" when they see Carriers . Most of the time, it seems like they're confused, and don't know what to shoot first. Interceptors act as meatshields that allow the Void Rays to take less hits, until the enemy reacts by focusing fire on the VRs. Then you move the attacked VR back. If the enemy has only ground units, you go away from his army, and attack another spot.

    Stalkers, if terrain allows it, are very good support units, as the enemy has to choose if he concentrates on the VRs, and ignores the Stalkers, or the other way around, and Vikings must switch modes to attack both of them, but are hit by both kind of units in any mode. Of course, the enemy can mix units too, and that's when problems arise, as Marines will own both units for cost. The good news, is that ground units block movement, so they maybe cannot get to the VRs, even if they want.

  8. #8
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    Default Re: Void Ray Numbers

    Quote Originally Posted by Drake Clawfang View Post
    So that's my question, conceptually do you think smaller groups of Void Rays are more effective than large groups due to how they power up?
    Dear Drake,

    I will present here a proper answer to your question. This answer is in the affirmative, and it is a lot stronger than a simple "I think it is true". I have hard data to prove it:


    Facts:
    A VR must first fire 13 shots in it's weak uncharged mode, at 5 damage per shot.
    On the 14th shot, it is boosted into the strong charged mode, which does 10+15 damage per shot.
    (And no, the VR does NOT have a beam that does constant damage. It fires one shot at a time like any other unit)

    Now, assume the oposing force is armored, has 1 amor point, and have a total of 500 HP (this is exactly what 4 Marauders have).

    A single VR would require a total of 32 shots to annihilate this enemy force:
    13 uncharged shots, 4 damage per shot, 52 damage, followed by
    19 charged shots, 24 damage per shot, 456 damage
    Total damage done: 52+456=508
    Total shots needed: 12+19=32
    Shots needed per ship: 32 (only 1 ship was deployed)

    Two VRs would require a total of 43 shots (21.5 shots per ship) to annihilate the same enemy force:
    26 uncharged shots, 4 damage per shot, 104 damage, followed by
    17 charged shots, 24 damage per shot, 408 damage
    Total damage done: 104+408=512
    Total shots needed: 26+17=43
    Shots needed per ship: 43/2=21.5


    Conclusion:

    With normal units, when you double the number of units you have in the field, the number of shots/unit needed to destroy an enemy force is naturally halved.

    However, in the case of VRs, when you increase the number of VRs from 1 to 2 against a force of 4 Marauders, shots/unit needed only droped from 32 to 21.5, far from being halved. Thus, doubling the number of VRs creates far less than twice the firepower.

    Noted shortcoming in example: the enemy was not treated as 4 seperate Marauders, but a single 500 HP entity. This was done for the simplicity of the example, and better illustrates non-marauder situations.

    Assumptions:
    1) VRs are controlled perfectly to allow charge-up ASAP.
    2) The enemy does not perferm any maneuvers to prevent charge-up.

    Both these assumptions are more likely to be true in a smaller battlegroup of VRs, and less-so in a large battlegroup. Thus, these assumptions are biased towards the opposite viewpoint, further proving that the less VRs you have, the more efficient they are.


    PS: I know this may be somewhat complicated, and I'm pretty sure I was unable to make everyone here fully understand the situation. I have no desire to explain further, so you are welcome to go on saying "MASS VRs own", and I will from now only pity your ignorance in silence.

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