I've had a lot of fun when it works and the toss just collapses, but I have no real fallback plan to go to when the toss has enough goons to deflect both attacks.
Right now, my early game plan consists of
1. FD and push him as far back as i can
2. Use dropship to send 2 vults with mines to harass and clear an area for a 2nd landing
3. Expand while harassing
the mid game plan
1. expand the front to his 3rd
2. get map control with mines, don't need to control the map just need to know where his army is
3. time the push with mass probe kills, him not mining at an expansion for 15+ seconds, successfully countering a desperation attack
So far, the harass and timing push works really well together cause I know exactly what he's doing when he's doing it, so the push is that much stronger. This strategy has an okay transition into the macro game, but my macro is terrible so i get like 3 less tanks and 6 less vultures to use than most ppl.
Right now, i need to make my game less cheesy, but i still want to retain some of it's efficiency and it's flexibility.
This build has some sort of immunity to reavers because i can make a wraith to get rid of the shuttle and my timing is good enough so that i can get siege mode w/ some turrets before his harass starts.
DT's give me some trouble because they're faster than shuttles and (i think?) cost less money to send. I gotta throw up my turrets in key spots and defend them with my vulture force, which limits my harass a lot.
The biggest problem i have by far is going against tosses who do not cut their goon production. I usually see tosses either cut goons to get more gates or just add gates progressively and continue to macro while doing so. The former is very easy to deal with cause my harass exploits their lack of goons. The latter gives me a lot of trouble cause I committed to harass, but the harass is kinda useless vs those goons.
This build is insanely weak against counters...i don't have enough tanks to fend off 10 goons in the mid game cause i invested most of my money into harass. I have no clue how pros manage to fend everything off with 3 tanks and a wall...
I've also been having trouble vs 2base arbs since the toss just turtles and masses, but that's just me making strategical errors and not a timing issue, cause i just drop what im doing and expand n turtle asap.
So do you guys have any suggestions on what I should do vs tosses that do not cut goons to make gateways or any modifications to make my build more flexible against tech builds and potential backstabs?