I've decided to play Terran because the macro mechanics feel the most similar to Sc1. With Zerg and Protoss you have larva injects, creep, and chrono boost all of which didn't fit my style. Mule's felt more straight forward and somehow easier to handle. Prior to playing sc2 hots in the past week I had a brief stint of playing sc2 WoL when I didn't own Hots where I did get to masters league. Someone did buy Hots for me, it was someone I knew from Brood War. He bought it for me.....and it cost twenty dollars. I was blown away. So generous.
Terran is pretty cool. I recently watched a day9 daily on Polt's TvZ and it felt so refreshing and informative to listen to him now that I was so much more better informed and in touch with the game and how it handles. He said awesome things , just awesome mind blowing things that blew my mind away. He said that when you're sending marines to fight you should only send a handful, not too little so they're easily picked off by Mutalisks, but enough to put a dent in the muta flock. Zerg when they fight usually send all of their banelings, and when your marines are dead the zerg is going to lose all of their banelings for those marines you sent in the front lines. You don't want to risk losing all of your bio in one big attack so don't send everything. Day9 is refreshing that way.
For TvP i go for the fast expand into 3 raxes, double refineries. I follow it up with a reactor and then a tech lab and start researching stim. I've caught onto some timings to look out for in TvP and what to look for when you send out for your first scout. You need to spot how many assimilators they have, the 2nd pylon, and their 3rd pylon that comes at 3:40 if they're not expanding after gateway cyber. The expansion usually comes at around 4:00. I sometimes see if Protoss goes double gas before expansion and they still want to expand, they'll make the expansion at 5:00. By 3:40 if there's no expansion or 3rd pylon I can tell they've proxied some tech. It's pretty interesting to see how it works out.
In TvZ I go 15 gas, factory after CC expansion. I've been doing the Polt map control build recently. I used to go 15 gas into hellions into fast 3rd. Sometimes I've gone for 3 orbital commands off of 1 barracks.
TvT I also go for the 15 gas build into blue flame hellions. It's good against marines and doing some random harass drops or sending some hellions to an undefended third base is really good harass. Build up your viking count and it's powerful. I've been thinking of ways to abuse air control through medivacs for hellbats, ravens, banshees against other meching Terrans or bio players.
Thanks for reaidng bye