If a void ray fleet at a scale attached your base, here is what happened.
Suppose you have the tier 2 best counters, a bunch of hydras.
They simply bounce between bases over the cliff, hydras can hardly make much damage before they run away with your buildings and drones razed to the ground. Considering the narrow space crowded with structures, it is even worse for the ground unit’s mobility.
Queens and spores?
Suppose you have many queens and some spores for defense, they usually spread over several bases with less mobility and can be easily snipped out by the VRs.
Push them out early?
Especially, in a team game, it is hard to push out the toss completely which needs a team work. So it is common case that the VRs fleet at a scale attack your base in the mid game.
Vipers are good but it is T3 instead of a tier 2 counter. In comparison to other races, the stalker and marine are all versatile units for anti-air.
Choose an open space for the fight?
With the increased speed advantage, it is usually their choice where to have the fight. So it is usually in your base.
Even we happen to fight VR fleet at an open field, some additional colossus will be the nightmare for the hydras army.
Corruptors to counter colossus?
They will be the easy prey for the void rays.
Here are what happened,
Hydra -> VR, a weak counter in favor of zerg.
But
VR -> corruptor
colossus -> hydra
are all strong counters in favor of toss.
Anyway, in most cases, it is not in favor of zerg.
Recent update further enhanced the void ray’s speed and reduce its cost.
Isn’t that too unbalanced for zerg players, especially in a team game.