They do not. You have obviously never tested this nor played a game where it was relevant.
Of course they can. The Corruptors simply leave the moment the player notices that the Void Rays have activated the charge ability and come back once the charge is finished and on cooldown.
They are both 6 range units, so the Corruptors should never be much closer than maximum range and they should never take much time to get out of the Void Rayâs range. The Void Rays do not have the speed to contest this.
Furthermore, the Void Ray charge ability is like Stimpacks, it is a single button press to activate Prismatic Alignment on all selected units. It is nearly impossible to micro Void Rays well enough to charge them the second they come into range without activating all of the Void Rays that are not in range yet.
If the Protoss player tries to advance so that he/she has more range to work with, then the Zerg player can just keep backing up and fighting in volleys to counter it, since he/she has the longer cooldown to work with anyway.
42.857% of the Void Rayâs DPS against Corruptors comes from Prismatic Alignment. Void Rays only win when they are charged; and it is not particularly difficult to abuse that.
Thatâs because you need a lot of Liberators for the air attack to be worth it.
Coincidentally, it is often worth it to build up a lot of Liberators for their ground attack in most match-ups. Depending on how the game plays out and how good you are at keeping your Liberators alive; you can end up with a fleet that can deal with air units; albeit the Terran player will always have other anti-air units mixed in anyway.
Void rays 2/2/0 and corruptors 2/2, no micro, the void rays with no prismatic alignment win cost for cost every time
The moment corruptors start attacking the void ray user can turn on prismatic alignment at any time and then several corruptors will die basically instantly since the void rays will be in a flower
By trying to match costs you are stacking the deck in favor of the Void Rays, which you can only do by ignoring Zergâs economy and production advantages.
What youâre suggesting is that corruptors never attack a flower of void rays then. Corruptors simply cannot attack void rays and expect to trade anywhere close to well. Even if the corruptors come in for one volley too much will be lost within that timeframe
They attack, run out the second that the Void Rayâs ability is activated; then come back. You are grossly overestimating the Void Rayâs damage for less than a second.
If you match supply at the beginning of the fight, then Zerg wins with a surplus of Corruptors every time.
If someone is going that far, then throw in Infestors (Fungal) or Vipers (Parasitic Bomb) to weaken the Void Rays. Then you wonât need as many Corruptors.
Iâm almost certain no Zerg player starts pumping out corruptors to match void rays supply for supply when they see void rays being built. That is a recipe for disaster.
Nobody really builds corruptors to fight voids in the first place.
Hydralisks with Viper support can be better against Void Rays specifically; but Void Rays are sometimes pumped out as an answer to Corruptors that the Zerg player has already built to deal with Carriers, Tempests, etc.
Zerg can just make more Corruptors and abuse the Void Rayâs cooldown to crush that army anyway.
hereâs my idea abou SH+Locust
keep all the same (cost, damage, HP, downtime, etc)
but, give SH a leash range to locust only when theyâre in the air.
if somewhat locust pass those range (by moving the SH) they immediately landed down with the direction towards the SH. When landed, locust no longer bound to their respective SH.
ex: SH-cliff-target all in the same distance and locust in the middle of cliff,
if flying locust pass the leash range the locust gonna be landed on cliff edge of SH side
that way, its gonna be reduce the effectiness of SH âdelay attackâ.
Itâs hilarious that they lower the cost of Infernal Pre-Igniter, when zerg has 2-5 upgrades to unlock per unit, so they add 2 more upgrades that must be researched after HiveâŚ