Yeah, the main reason you lost that was poor macro. You were floating an insane amount of minerals the entire time. For two reasons, really. One, you forgot to build units a lot. And two, until 13 minutes in you only had 4 barracks. Your production was far from constant.
Some notes about your push: - you took every single fight down in upgrades
- you pushed with only 1 medivac, that's neither enough to micro the tanks, nor to outheal the damage done by roaches on your bio
- your tanks were at the front with the bio behind them so your opponent just killed them all
- your liberators really didn't help much in the position they were in
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I saw this post a little bit late, but I hope I can add to the conversation. I think the other posts touch on some very important points, but I aim to add more and expand on that. I'm not trying to be harsh, just thorough.
First Push: + Show Spoiler +- No one mentioned this, but you were scouted. Your opponent was good enough to know exactly what was coming and exactly how to defend it. He didn't do the 'meta'/macro thing of greedily massing workers. He stopped around 44 drones and then made a TON of lings. He made 15 workers after he successfully deflected your attack.
- As was said before, you can't lose these units. You can probably get away with losing half of your marines, but you cannot lose the medivac like that.
- Some micro advice: You stim the marines and run down the ramp, this is risky at best. Instead, you need to tuck yourself into a corner, along a wall, etc. I would recommend the simple change of placing the marines along the top edge of the cliff where you landed. There is a free overlord there, access to worker kills, and a good place to limit your surface area against the lings. Also, consider attacking somewhere that isn't the first and most obvious area, or split up your medivacs. One group can poke and the other can kill overlords on the map or also drop (on separate sides of his bases).
- The control on your first liberator was tragically bad, no offense. That liberator cannot die. You should find a way to get in some damage, but at the very least, it cannot die 'for free'. Your opponent is consistently ahead of you economically this game, and he can afford to be super defensive, e.g. he dumped more money than usual into static defense.
Mid Game: + Show Spoiler +- You missed workers occasionally before the first push came out. Not a huge deal, but it put you down like 3-4 workers early on. From about the time you moved out with the first push and for approximately 2 minutes afterward you make virtually NO workers. In addition, at 6:30 in the game, you have 23/16 workers at your main base. Not only did you not have enough workers, but you didn't have efficient saturation.
- As was mentioned, your production was poor. After you make your 3rd CC, you need to work on infrastructure, aka barracks. At 9 minutes, you are making, on average, 5 marines at a time. This needs to easily be 10+ at a time. A good rule of thumb is 3 barracks per CC, minimum 2 per base.
- Unit Composition. I would recommend you make a couple more medivacs, especially since you lost one early on. You can easily afford to trade 1-2 liberators for medivacs, imo. I also recommend making marauders from from your barracks that already has a tech lab. They are excellent against roaches and banes, you don't need to solely focus on high DPS marines, and it will help you effectively spend more money.
Second Push: + Show Spoiler +- Disclaimer: You are already significantly behind at this point. Fixing the previous problems will drastically change the nature of this engagement. When you engage your opponent, you are down about 50 supply, 20 on workers and 30 on army.
- Other than macro, the main thing to address here is positioning. You are SUPER clumped here. You have 1 medivac and slow units that need to siege. Imagine how utterly devastating 2-4 Corrosive Biles would have been against that huge ball of marines and tanks. This clumping also means you limit your DPS because you don't have an efficient arc on your opponent.
- You could also benefit from having your tanks protected more. I recommend having at least 1 liberation zone close to, if not overlapping, your tank line. You also need the marines in front of the tanks from the start. Be wary of ling surrounds, keep an eye on your backside!
- I stopped paying attention to the game after about 11 minutes in. When you lose the second push, you are dead. The rest of the game is a formality. Don't pay attention to anything after 11 minutes in this replay; it's irrelevant. Fix the problems in the first 6 minutes of the game, and the next 6 minutes will look like a completely different game.
TL;DR:
- You have to have uninterrupted worker production until at least 2 base saturation, and split workers between bases efficiently.
- You cannot lose that much on your first push, and you should find a way to get more damage done.
- You need more infrastructure and better production cycles.
- The rest of the game is really a result of the first three points plus a tiny bit of unit control.
Cheers mate. I'll catch you on the ladder
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