I think I need to stick with toss. getting the best results with them.
One question: how do you counter void ray(s) especially as zerg?
Unless you are going fast mutalisk or hydras anyway, you must scout the rays. The key is not allowing the rays to charge up for free, your forces have to be shooting at them immediately. A good counter to an ultra-fast ray is adding an extra queen or two, microing and transfusing. If the toss keeps adding rays (and there's generally no way of knowing if this is the case) the zerg needs lair and either hydra or flyers.
Decent tosses combine their ray-rushing intelligently with the ground units they have, and then it gets really hard to deal with.
Terran is more vulnerable to fast rays than zerg IMO.
I tried void ray harass vs zerg twice and it basically won the game twice. hydra arent exactly that easy or quick to get. just seemed a little too easy.
Void rays are well and truly overpowered between mediocre players due to how much less skill they take to use than to beat. I play random, regularly get wins with rays (not always, it can blow up in your face pretty bad like all rushes) and regularly lose against rays.
where do I need to place force fields to acually separate the opponents army? in the middle of the pack? A diamond player as toss basically beat me with forcefields on my ramp.
There isn't one correct spot. It depends on your intent and what kinds of armies are clashing. You might be forcefielding to funnel the enemy through a small choke, to shield your own army entirely, to force the enemy to go the long way around and waste time, to prevent escape. As a general rule, you want forcefields in front of the enemy's melee so they don't do damage, and behind the enemy's ranged so they can't micro backwards.