Now, reflecting upon my own superiority, I know all the basics, I got every nuance of what you can do with the keyboard and mouse down to reflexes (cloning, hotkeying, the F keys, etc) buuuut I actually don't know a whole lot of build orders, and the ones I know I have a very slim grasp on what they are good for. I think I got a total of four build orders for all three races.
My main race is Zerg, and I know 2 hatch muta... Oh shit that's actually it. Whenever I decide not to go 2 hatch muta I always wing it, putting down a hydralisk den slightly before the lair finishes or another hatch somewhere in between or something.
I've looked through the strategy forum, and boy there are alot of build orders in there, but I doubt they are very well organized in terms of viability and pros/cons, which is what I'm the most interested in. What does it mean to overpool? What exactly do you gain or lose by making an overlord before your spawning pool? What does 3hatch muta do better or worse than 2 hatch? Is getting the second gas right when you put up the spire optimal for 6 mutas or for your economy in general?
I feel these questions are often overlooked when reading about general build orders. I mean, I get the fact that 9 pooling will get you 6 lings faster than if you went 12 hatch, but what implications follow with this? Is map control and the small chance of surprising your opponent worth the later expansion?
See, this is what I've been doing ever since Starcraft first came out: winging it. Playing it by ear. Sometimes I get steamrolled and I wonder what the hell just happened. Then I read about how this or that build order or putting up one more sunken "lost" someone a game. Are the margins really that small? Could it be that I would become Super-Osmoses if I only learned the underlying implications of build orders?
Does someone feel inclined to perhaps make a list of the common build orders and their uses? Specifically, what exactly will I and my opponent gain or lose by me going with bo A instead of bo B.