don ' t know if Jasper could affect Batman since he tends to have a lot of immunities . Probably not , Bruce ' s constant exposure to fear toxin and other emotional stimulants have made him pretty resistant to emotional manipulation <| sep |> Always think of builds as having a needle caught in a triangle between economy , army and tech . Your build was a stronger in army than tech , and stronger in economy than tech . The three barracks to begin delay your factory and your starport , your tech . What it does allow you to do is get out a large , low tech army earlier marines and marauders with a little bit of tech , stimcombat shields . You chose a build which gets you a large army quickly . However , two or three areas caused you not to rekt this guy , you still won , but you could have won much easier and quickly . Area to focus # 1 MacroTapping back and forth without considering the wireframe is common , but is a bad habit to break early as possible . As you tap between CC ' s and barracks , keep your eyes on the minimap and your wireframes green illustrations . If in the wireframes , you can ' t see dots indicating that units are building , build some units . If you pursue a build like this one that is strong at getting you a large low tech army out quickly , then it ' s very important to constantly be building out of your production buildings , in this case , the barracks . Far too often as you are getting up to three bases , you have these production buildings sitting idle . 410 to 450 Two idle barracks for 40 seconds . That ' s more than 3 marines that could have been produced . Your army is 150 points smaller than it could have been . 513 to 536 ish 23 seconds with three barracks sitting idle while you have the money and the supply to be building out of them . That ' s almost 30 seconds of idle production buildings , that ' s a complete cycle of marines . You ' re 5 marines behind where you could have been for no cost . Your army is an additional 250 points smaller than it could have been . That ' s 400 points of army that you are currently lacking from where you could have been . Of course if you are out of money or supply to build units , then of course sometimes there are blips in builds where production buildings sit idle , but that isn ' t want is happening here . If you don ' t have money to be building units , then you shouldn ' t be building a factory yet . Same goes for CC ' s , etc . unless you are purposefully sacrificing army to get tech or economy up . It makes no sense to do this if you opened a strong army build however . 649 This is when you kinda go off the rails . You decide to build a fourth CC on location . Your third CC just finished up and has no SCVs to mine from it . You have 44 SCVs total . If you have all four gases at your main and nat , then you have 22 per base . Perfect saturation . You have enough income to make 3 SCVs at a time , so you have a couple of minutes at least before you ' ll even have enough SCVs to saturate your third to begin to have any more to mine the fourth and start paying you back . This wouldn ' t necessarily be such a bad move , but again your three barracks aren ' t producing any units at all and you ' re dead broke because of that 4 th CC . These Macro mistakes work directly against your build order . Which brings us to our next area to focus on . # 2 Scouting . When to attack ? What to build ? When to take gases # 3 and # 4 ? All of these questions and more can be answered with scouting . And Terran has a couple of great scouting options in scans , marines and supply depots . So , you ' ve decided to open with three barracks build which is strong in a early low tech army and you have stim done . At 541 you finish both Stim and 1 attack . Your tied in number of marines with your opponent with 12 each . Imagine if you had those 8 additional marines you could have had with better macro . But even with the tie , I would still think you ' d win the fight with your stim and 1 advantage . The only advantage your opponent has is two medivacs , which help the least against the bust damage of stimed marines . Combat shields finishes around 700 . At this point in the game , you have stim , combat shields , 1 Att and 1 Def when your opponent does not have any of these ! You also have double the number of marines of your opponent , 30 to 15 . Your only disadvantage is that your opponent is up two medivacs . If you attacked at this point in the game , you ' d rek hard . Every time an upgrade finishes , you should ask yourself if now is a good time to attack . You will never know the answer to that question if you don ' t scout . You didn ' t attack until 900 into the game . By the time you attacked , your opponent had completed combat shields and stim and had gotten 1 att and 1 def for mech , and had built some mech units . Because he was ' rushing ' to thor , as soon as that popped out your armies were tied in value . Those two minutes really make all the difference ! Just 10 seconds into that fight , his 11 for bio finished , completely erasing any advantage that you had . But how were you to know where your opponent was with his army ? That ' s right ! Scouting . If the upgrade of combat shields tickled your brain into asking , ' should I attack now ? ' and you had scanned his army , then it would have been gg for him . This is THE important concept about this build or any early large armylow tech build . As soon as you finish any upgrade , your army starts losing value the longer it sits . As soon as your opponent gets out enough Tanks , Thors , Battlecruisers , and other tier 3 units , marines lose a good amount of their efficacy . They will never be stronger then the moment you get an upgrade done first especially stim . These kinds of builds are referred to as ' timing attacks . ' However , do you have more army than your opponent ? Do do you have an upgrade advantage over your opponent . The only way to know this , is to scout . The first indicator of your opponents build is to scout how many bases they ' ve taken , so that ' s the first thing you need to scout . Are they on one base , two or three ? More importantly , do they have more bases than you ? If you are going a marine build , take a marine and attack move it to your opponents 3 rd base position . Let it sit there until your opponent comes to kill it . So , with armies tied in value , you march up the ramp at 900 and engage . If your armies were about equal , then why did it seem that you lost that fight ? # 3 Micropositioning . The beginning of the attack goes well for you . All that your opponent has in position is a single bunker with no SCVs nearby to make the repair . With your tank sieged in range of the top of the ramp and your army spread out in a concave , it takes you all of 10 seconds to mow down the bunker , four marines , and four supply depots . You scan on the top of the ramp and see nothing . And then . your army doesn ' t move up the ramp . Positioning and micro are very important , especially in TvT . Your army is the most vulnerable when at the bottom of a ramp or in a choke . If you had chosen to dash up the ramp during your scan , seeing that there was no enemy army nearby , then you wouldn ' t have to had to micro at all . You could have gotten a nice spread and concave when his army did show up . At the very least , you could have been working on the CC until it did . But by staying at the bottom of the ramp , you stayed in a vulnerable spot with your army , you stayed in a choke . If you watch the fight , only the front line of your marines were able to shoot while just about every unit in his army was able to shoot . You had about 10 marines out of 40 shooting , while he had all of his 17 marines shooting . So even though your army was the same size as his with similar upgrades , you were only using 25 % of it effectively . Even though it only was for a few seconds , the damage output of marines and tanks are so high that armies disappear in a blink of an eye . If you find yourself in bad positioning like this , then you need to learn to stutter stepmicro . It ' s really not too difficult and there are a ton of youtube vids on how to do it . Like I said , if you had run up the ramp then you wouldn ' t even have to worry about it , but taking a fight in a bad position like this makes it almost impossible to trade favorably . So you kinda got your junk handed to you . If he had marched across the map at that point , you ' d have most likely lost the game , you , who had such a nice opening and had this massive upgrade advantage would have lost to this scrub whose floating 1 k most of the game so far . That shouldn ' t happen ever , but then again , in TvT these tiny mistakes can make your army evaporate quickly . # 4 Scouting . You trade armies a two more times , the second big fight , you walk across and engage him in front of his ramps . The third time , he comes to your side of the map , kills your CC but you win the army fight . Any time you win a fight , you should be thinking to yourself , ' should I attack now ? ' Again , you have to scout to answer that question . At that point in the game 1623 , you had 5800 army supply to his 600 . Just amove your army and win the game right then and there , but you didn ' t know that because of a lack of scouting . End game and win . After this point in the game , your opponents economy wasn ' t robust enough to be able to replace the army he just lost quickly . By the time he accidentally walks into your army , you have an army advantage , and a positioning advantage . He failed to be on more than two base economy at that point where you had taken many bases . In this situation , as the player with the better economy , you generally always want to take even trades with your opponent , provided your production is appropriately robust . I ' m hungry now .