I can attest that his stream has very high quality.
Here is a build idea for TvZ:
9/10 supply depot 11/18 barracks / send an SCV to check out the map and see the sights 14/18 supply depot
Note: don't make a wall, it's TvZ, and zerglings are tiny little shits compared to zealots. To defend a 9pool, put 3 SCVs on your ramp and start rallying marines behind the SCVs. While the marines use the SCVs as human shields like the uncaring bastards they are, don't forget to select all the SCVs on the ramp with at least one combat unit and press "H" to tell them to hold. This will prevent the SCVs from pussying out and running away if they get attacked and will keep the marines from going crazy. Once you have like 5-6 marines, you can move down the ramp without fear, but keep rallying marines to the bottom of the ramp. If there is a fucking fuckload of asslings fucking around outside your natural and waiting to take the juiciest shit in the history of mankind on your base, place down a bunker and continue to pump marines.
20-22/26 - Command Centaur. Start your gas when you start your command center, or maybe even sooner, who knows. You want to constantly be producing SCVs this whole time, so at 24/26 supply, place another supply depot.
100 gas - factory, you're goin mech. When your second command center finishes, place down an academy. Make sure to place it somewhere totally weird, like in the middle of the map, unless you are in cross positions.
Second 100 gas - another factory
When the first factory finishes, you should have enough gas to get an armory. Place down the armory, and if you have extra gas, immediately make your comsats at yo CCs.
Factory finishes - make a vulture vulture finishes - take second gas / get machine shop at one of the factories 2nd gas is half-way done - make engineering bay (you need this) 2nd gas is all the way done - add 2x factories armory + engineering bay are done - place 4 turrets to cover your natural command center, 2 to cover your main command center, 1 near your ramp. Start making goliaths and upgrade the goliath range thingy. Lord only remembers what it's called.
Hold off mutalisks <- this step is important
You need to use your gas to keep making goliaths. Once you have around 5 or 6, it becomes difficult for the mutalisks to engage the goliath cluster, so you're good. You can get your +1 vehicle weapons at your armory. Be sure to also get siege mode for your tanks.
Create two more factories, for a total of six, with two machine shops. Build a gigantic army, and be patient about pushing out. Pushing before 120 food isn't optimal, and pushing before 100 food is just fucking stupid. You want to have so much fucking firepower that if the zerg comes close to your army, all of their units will be vaporized.
FAQ:
Q: what if zerg goes lurkers? A: Goliaths, generally, are not very good against lurkers in small numbers, or good against anything in small numbers for that matter. You can get vulture mines first and just put down a bunch of mines before pumping your huge tank/goliath army.
Q: what if the zerg drops lurkers? A: Then stop him...?
Q: what if the zerg has too many units when I move out? A: There are two obvious answers to this scenario. The first is that you may have done your build like a derp and now your army is coming out a full 2 hours too late. The second is that you did your build correctly, but the zerg just knew how to macro really well. The solution to the first contingency is to eat a lot of protein and practice like crazy to get this right. The solution to the second one is much more simple: mass more mech. Is your army 150 food? Get it to 180, then show the zerg who wears the pants in this household.
Q: what if guardians? A: Then science vessel. However, goliaths + scan can usually take care of that whole mess.
Q: 50 ultralisks ran my army over. A: This probably just means you didn't have enough tanks in your army, or they were positioned poorly. The goliaths should create a buffer area for the tanks and take the brunt of the fire from incoming units.
Q: I almost won, but the zerg just did dark swarm over lurkers, then plagued my army and then I lost my whole army. A: Okay, that's not a question, but I understand your plight. If the zerg player has a hive, you should start constructing a starport, so you can then build a science facility. Having irradiate will make it so that you can murder defilers.
Q: Is this build an all-in? A: No, this is what we call a "strategic play". If you pulled all your SCVs off of the line and then lifted off all your buildings and floated them towards your opponent to absorb enemy fire, that would be all-in. A 6-fact push is basically a timing-attack, so making sure you can cut corners and get a strong push out in time is important to executing this build. This does not mean cutting SCVs. You'll have plenty of time to cut SCVs when you switch back to Protoss and kill them with warp blades.
Q: Why should I do this instead of a three-base play? A: It's easier to get a feel for mechanics when you have a slightly easier build to execute. Obviously, three-base play is the next step up from this, which is a step up from 2-fact on one base or something of that sort. This build is not difficult to pick up and do, and you can use the opening to transition into more long-game-based builds.
Q: Why would I do this instead of bio play? A: Bio play and Mech play are both strong. Don't let anyone tell you that one is stronger than the other. It's you, as the player, who makes your technique strong. Obviously, you have to find a style of play that best suits you. If you want to be able play on all maps, having both a good strong bio strategy and a good strong mech strategy in your repertoire will make you a really strong player. By all means, practice a bio-based strategy if you want to!
Q: How much tank/goliath/vulture ratio should my army be? A: Because you're working off of only two gas-geysers for an army that requires a lot of gas to create, the ratio is sort of dictated for you by your economy. With a three-base play, you can mess around with compositions more, but with a 6-fact on 2 bases, you're going to have about 20% tank and 80% goliaths and vultures. That sounds pretty drastic, but it's not really. If you have two machine shops, two factories will be making tanks, and the other four will be making goliaths, and maybe a vulture if gas gets too low. If you want an army with more tanks, then you need to add an extra machine shop, and make more vultures instead of goliaths. Alternatively, you can pump out a lot of vultures and do a lot of harassment while you build a big army with your gas.
Q: Can I just go 4 fact, then make two starports and do a mass drop? A: No, get that stupid-ass idea out of your head right now.
Q: If the zerg has a ton of mutas, can I make valkyries to support my army? A: If you scanned and you see the zerg is massing a huge air force, go for it. You won't have very many tanks in your force, but if the zerg is concentrating mainly on a huge air force supported by zerglings, you won't really need many tanks anyhow. I would generally say that science vessels are better for killing zerg than valkyries, but whatevs.
Tips:
Play a lot of games. If you lose the first game, don't sweat it. Shit happens. Don't just start second-guessing yourself because your build order doesn't work in some odd situations, and that's just my advice for any build order. Also, you can't make adjustments to your play in-game without a lot of play experience, otherwise, you'll make all kinds of stupid overreactions and lose a shitload of games. Like, you'll be all like "He's going mass muta, so I'll get mostly goliaths and valkyries." then you move out and you get stuck because there is one lurker under swarm, then your goliaths and valkyries get plagued and you're like "NOOOOOOOOOOO" and all your stuff just bites the dust. The wrong way to think about this kind of situation is "I need a better build." but rather, "I need to practice so I crush anything my opponent does." because build orders don't win games, you do. The same way, build orders don't lose games (well, some do. I'm talking to you, 1-base mind control rush) you do.
Also, you should never be scared of what your opponent is going to do, but you should make your opponent scared of you, because you're going to be thinking like "It doesn't matter what he does, I'm going figure out a way to stomp it out, then 360 slamdunk my opponent into a medical wastebin."
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