

I still had the issue of ending the game, because expanding past the second base is so much less meaningful as Terran compared to Zerg. As Zerg this would mean expanding, and I followed that trend with Terran. These general ideas, as well as many others, were indications that for the next few minutes in the game, you had control. Less specific, but air dominance in standard TvT play with Tanks. Scouting Templar tech woul result in Ghosts, and then another safe period. An early Raven was devastating against Protoss once it reached 100 energy for the PDD. A scout showing no early pressure meant you could open without sacrificing economy based on the threat of an early attack.
#KEYBOARD COWBOY SC2 WINDOWS#
These windows of safety included rather obvious things. Then I realized that with the more streamlined way of Terran tech and preperation for certain styles of play, these safe times could be applied, but at more precise moments. Considering that Terran isn't reactionary, I thought that these times of safety weren't applicable to Terran. I thought that even though these weren't specific time frames, it was a set pacing to the game, which was normal considering how reactionary Zerg plays. Same with Infestor/Ling in Thor/Marine play off 2 base. Banelings wouldn't win me the game, but they would put me in a position to do what I needed to do in order to use the strength of the race. It seems like an obvious idea, but if I see a 4-Barracks opening I would know that it wouldn't be safe to expand until I had Banelings.

The safe part was tricky, until I considered units such as Banelings and Infestors. Get two bases ahead safely, and I would win as Zerg. As Zerg, I wouldn't be grabbing for any sort of tech or unit after a very early point in the game, but rather a safe way to expand. Watching others and thinking about the idea of timings, I considered an idea that really improved my Zerg play when it found a place in my head. I soon found that my general unit compositions and macro were perfectly fine and it was just my timing that was awkward.
#KEYBOARD COWBOY SC2 PATCH#
To clear up with issue in a way that wouldn't tank my W/L ration in the ladder, considering I was mid-Diamond at the time prior to the Master League, which I wanted to preserve, I began joining 1v1 practice games after the chat channels were introduced in Patch 1.2. I thought that it was just my unfamiliarity with the race and my general lack of understanding of appropriate responses to certain unit combinations, having only taken the games from a Zerg point of view prior to my switch. I would play what I thought was decently only to run my army into the ground, doing absolutely no damage, or putting down an expansion that I simply couldn't hold. I had the time windows for certain tech deviations from all the races down, but all that helped with was immediate defense and an idea of when to scout. Most of these feelings revolved around timings, such as when to attack and expand. When I switched to Terran I noticed a big uncertainty that I hadn't felt before.

That in mind, I was hoping I could run some ideas past the humble community here, where at least I know that if my ideas are rubbish I at least won't be laughed at by hundreds and hundreds of avid SC2 fans which would break my heart considering how much I love the game. Of course, I'm incredibly tired and I'm not sure if this is something I could stand behind or if I'm just being silly, and with that in mind I'm a bit timid about sharing ideas on websites more dedicated to SC2, despite the fact that I think I do have a place there. Part of me thinks that I've just gotten a bit better, but I really feel like I've knocked down a wall in the learning process. I've had some thoughts tumbling around my head recently, and applying them have gotten me pretty far in a very short amount of time, going from 55% of my games won to 65%.
