On June 20 2008 16:10 doubleupgradeobbies! wrote:hmm i'm a much worse player than you are so take everything i say with a grain of salt.
To add to the macro issue, aside from having your 3rd base really slowly, if you look at your mineral patches at just before 10 minutes(just before he moves out) your main is oversaturated, and your nat is sparsely probed, and your not probing from the nexuses. So not only were you only on 2 bases you weren't really mining off one of them very efficiently, to add to that you would have had few probes when you did take your third, as you stopped probing all but intermittently by then.
But aside from the macro problem, you also didn't take map control for much longer than you needed. While the reaver that didn't really do anything set back your troop count a bit, you idled men in your nat until he came to attack you.
Once i have more than a control group of men in chilling in my nat, i like to move a group out, and just leave a few goons to defend vult runbies.
The group of men serves a number of useful functions. Firstly, they can clear mines, constrict vulture movement, keep track of him moving out (eg map control). It can also be used stall him a bit when he does move out. If you look at his attack at around 10 minutes, you'll note he mined outside your nat! while it didn't really do much harm, you shouldn't be allowing that kind of temerity from the dirty terran

. Also you'll note he walked tanks right from his nat to yours. Had you have had some men out in the middle of the map you could have made him seige up a few times and snipe some vults. This gives you more time to even up your unit combinations slightly (you had a bit too many goons and a bit too few zealots) .
You also didn't really make too much of an attempt to flank, while you took out that first attack ok, you moved all your men in a giant ball and lost more men than you needed to. Flanking means that your goons are a bit more resistant to tank splash, your zealots have less trouble getting to the front, and your temps don't die in clumps and can get into storm range easier.
To add to the map control thing, because you chilled in your nat, you didn't really get much of a chance to set up a flank, which is why you want men out in the middle giving you map control.
So basically, you needed better macro, map control, flanks.
I find building a few more obies is good while your still trying to work on pvt, it gives you a better idea of how T moves their troops, and on python the middle is so open, there is really no reason why you wouldn't want to flank their army.
edit: oh also moving the group of men out early means you can clear out those pesky marines he left at expos, and at around 11:45 you pushed that attack too far with just pure goons against his small but well balanced army, don't be afraid to pull back when your unit combo is off, especially when you don't even yield map control when doing it, it was already outside his nat.
anyway thats my $0.02