Marines are balanced as glass cannons. They have 55 health and die very quickly, particularly against splash damage. This is what balances the Marine’s high DPS.
Tougher units tend to have lower DPS relative to their supply; although other factors such as the unit’s abilities, mobility, and specialization play into that.
While you are looking at the Void Ray’s DPS in a vacuum, you are ignoring that it lasts more than 4x as long as the Marines; which end up losing potential DPS output at a much faster rate in combat because of that fact. The Void Rays is also an air unit, so there are less threats which can damage it.
Yes, Cyclones do that much damage while they are locked on.
They also have a cooldown between lock-ons which limits their sustained DPS, they require a lot of space to operate effectively, they melt very quickly against almost anything which can fight back thanks to their very low health/supply, and they scale very poorly in larger engagements because they each need to get close to lock-on and they do not have the health to survive that.
These are the factors which balance Cyclones out. If any of those factors were reduced, Cyclones would have to be nerfed accordingly.
Your suggested change increases the Void Ray’s base DPS by 19% normally and by 138% while charged.
Those Void Rays will slaughter Hydralisks rather easily, and they will definitely slaughter Queens when charged if they don’t just defeat them otherwise.
Void Rays in particular also scale up far better than most other air units because their beam attack wastes no shots and retargets immediately.
Immortals are more durable and stronger against armored ground targets in particular. They don’t scale up nearly as effectively, and they aren’t a threat to the numerous air units that Void Rays are.
Your assessment is wrong. The Void Ray’s main problems are:
- The hefty cost (getting fixed).
- That it is designed with a fast, relatively low burst attack (i.e. more DPS lost to armor) when it is supposed to be an anti-armor unit. The attack simply doesn’t fit the purpose.
- That this one attack has to be balanced against both air and ground units (arguably limiting it’s effectiveness against one or the other and making it difficult to make Void Ray’s useful without becoming problematic).
- That it has always been finnicky thanks to it’s dependence on a charge up (in WOL) or an ability to be effective against Corruptors, BCs, etc.
Not with your changes; and quite frankly you seem to be forgetting to add any splash damage to your army. Both this suggestion and your ridiculous Marine-Thor suggestion fall apart entirely if you simply build a decent comp instead of massing Void Rays on their own.
I never suggested cannon rushing was a problem.
Adepts are very weak against Banelings. They take a long time to fire, and waste shots easily. Adepts would barely be able to respond to Banelings with stellar micro even if they could two-shot them.