Burrowed units can already be spotted, and IMO it's easier to see than cloaked units, especially on creep.
08-14-2010, 12:24 PM
#51
Burrowed units can already be spotted, and IMO it's easier to see than cloaked units, especially on creep.
08-14-2010, 12:42 PM
#52
i understand this POV, howver...
those changes are still huge, basically greater than anything we saw in beta, its not gonna happen.Voidray doesn't need a gimmicky fix like that 3 levels with different charge up rates.
All you need to do for voidray is:
Cost changed to 150/200
Fast (0.6) attack speed increased to 1.0
Done and done.
Add this and a +4 damage to armored for Queen, and voidrays are effectively balanced out.
if they make changes, they will be quite subtle. everyone needs to get into that mindset.
Last edited by Todie; 08-14-2010 at 12:46 PM.
I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
I work an internship at a government agency this fall, and have a good time at it.
I'm being more social, active and honest lately. in all forums.
Hi.
08-14-2010, 01:17 PM
#53
Archon... seriuosly this guy is now only useful when your templar are out of energy...
08-14-2010, 01:21 PM
#54
Reapers see minimal non-cheese play. Corruptors are usually just the gateway to Brood Lords. For broken units though, Protoss definitely takes the cake. Archon, Carrier, and Mothership are all jokes, and there's no agreeing on the balance of the VR.
Personally, I'm not a fan of veterancy units. I hated the Soul Hunter in alpha and fought against the veterancy aspect more than the surfboard. I supported the Void Ray because it originally lost its charge after switching targets. I've felt betrayed ever since they changed it to stay charged. Its bad balance.
Last edited by DemolitionSquid; 08-14-2010 at 01:27 PM.
08-14-2010, 01:26 PM
#55
Uncharged 1 Void Ray deals about the same amount of damage as 1 Queen, charged up 1 VR deals a little less damage than 1 stimmed and 1 not stimmed Marine against non armored units; that's hardly "more dps than pretty much any other unit".
Btw: Void Rays still have 3 levels, the second one just deal as much damage as the first one.
In 1on1s Void Rays are fairly balanced because you cannot build a "critical mass" of them before you opponent has overrun you; in 2on2+ they might be too strong because your ally(s) can protect you while you massing them, and with the speed upgrade they become extremly versatile, but I'm not versed enough in 2on2+ to judge if they're too strong or the community simply hasn't found a good tactic against them yet.
Iirc loses their charge when they haven't fired for 3.6 seconds, which is exactly the time they need to gain 1 level of charge.
--<-{(@
08-14-2010, 03:21 PM
#56
08-14-2010, 03:24 PM
#57
08-14-2010, 04:10 PM
#58
08-14-2010, 04:16 PM
#59
08-14-2010, 05:42 PM
#60
I personally have nothing against the void ray balance.
They seem very strong when charged up, but they are not.
If we compare the DPS of charged void rays with the DPS of Colossus, Ultralisk, stimmed marauder, BC, broodlord, corruptor, its actually less powerful.
The only thing that goes for the void ray is its bonus damage vs armored.
I'm not yet prepared to call it imbalanced.