Quote:
Originally Posted by ironpham
I have concluded that void rays are overpowered. Once they get to that next level of attack, they can switch targets and it'll still be on that next level (granted it will bump back down after a short period but the period is not nearly short enough). For instance, marines are supposed to be a good counter, which is true if it's just straight void rays vs. marines with no buildings in sight. But, if there are any buildings, I can just focus fire the building until the attack goes up to the next level, then switch to the marines and wipe the floor with them....I don't think I should be able to do that.
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You know, that's interesting. I hadn't really noticed that, but I often start attacking someone by focusing on their building as a rally point from a distance. When the rays get there, they start attacking immediately, and then when reinforcements get there, I switch attack to general attack and usually wipe out most everything but a huddled mass of hydralisks, or a massive herd of marines with stim.
The key for terran defense against air I've noticed is to have some turrets, and have the turret upgrade. With the upgraded range and the fact the turrets are far more durable now, they will put a punishment on some void rays. Couple that with a dozen marines with stim and a med ship, and it really is lethal.
I am with you on the void rays though. I really do think they are overpowered. I suspect a balance will come before too long. Unless someone is building a counter, a 2 (or 3) void ray rush is basically a game ender against prot or zerg. I did notice today that the infestors ability makes a difference for zerg. It locks the voids in place and prevents retreat which is imperative to a successful void ray hit and run technique early game. Hit a building, fly away, come at another building, fly, etc. Until you pump out 2 more voids then join in with 4 or 5 and death becomes quick and lethal usually.