I really don't like the Orbital Command. I prefer pumping SCVs and putting that 150 minerals onto Supply/Barracks. Also, Terran are my weakest race (unless I random Zerg and cant be arsed paying attention). Around what supply is an Orbital Command considered 'standard'? I suppose the earlier the better.
MULEs are worth it. That's what it comes down to. I get mine on 14 as soon as my first rax finishes.
15 is standard, your last SCV should just be finishing as your Barracks does. Getting an Orbital pays for itself a minute after it finishes, there is absolutely no excuse for not getting one unless you're hitting an SCV marine all-in within that next minute.
Going through the game:
2:00 - No Orbital, already pointed out.
2:45 - Second Depot to finish your wall is super early. Just use the second barracks that you make anyway.
6:00 - You haven't left your base yet. Scouting is massive in PvT, he could literally have DT's or Void Rays at your door and the game would be over.
---- For the next 120 seconds, you don't macro. ----
7:00 - You're leaving your base with just marines that don't even have Stim yet. I'm not even going to list how many things he could have that would absolutely crush this, there's too many.
7:15 - You a-move your marines and they split into two equal sized groups en route to the enemy base... again, you could have lost simply because of this.
7:45 - You see sentries and walk up his ramp anyway, getting split off. Thankfully he's bad and has pretty much no units. I'm not even sure how it's possible that he doesn't have units yet, he has 4 fucking gateways.
8:15 - I'm not really sure how you don't win the game in the next 30 seconds. He has one half dead pylon supporting all of his gateways and literally no army. You have a dozen marines.
8:30 - Oh, you don't kill the pylon and lose your stimmed marines to probes.
---- You resume building units. ----
8:45 - You killed 15 probes. Despite this you only have 3 more than him and did not place an expansion while attacking despite not rallying the units that you didn't build to reinforce your attack. One or the other needs to happen EVERY TIME you attack unless there's a very good reason for some units to defend (DT's, Mutalisks, etc.)
10:00 - The Factory that you're not using could have built a Reactor instead of a Tech Lab so that the Starport doesn't have to do that now.
11:30 - Poor Marauder.
12:00 - Oh cool an e-bay. Good thing he decided not to get Air or Cloaked units in 12 minutes, or you would've essentially auto-lost.
13:00 - Good decision to drop your units with the rest of your army. You never want to send half of your army in a drop, either send a very small part of it or all of it.
13:15 - Fighting from down low was good too, there's no reason to walk up a Protoss's ramp if you can do damage without doing so.
13:30 - Just noticed this, how the hell is your army not hotkeyed?
15:00 - You drop your army in his natural expansion after showing him this is what you're going to do. This allows you to walk up a second ramp which is equally sized but does not have a retreat path.
15:30 - You walk by a 6 unit army that you could have killed in +/- 5 seconds.
15:35 - You walk by a 5 unit army that you could have killed in +/- 5 seconds.
16:10 - He has like 4 units, you have 3 Medivacs full. Why are you running?
17:20 - You BM.
EDIT1: So your battle micro is decent though your stutter step with infantry, especially while stimmed, needs work. Your macro and decision making on the other hand are pretty poor. You definitely need the latter if you want to play random.
EDIT2: Oh, apparently no one even uses this forum anymore. I clicked the 2nd most recent topic and it's a month old. Go figure.
Post has been edited 3 time(s), last time on Feb 3 2011, 9:11 am by FaZ-.
None.