There's a couple of advantages to having a floating building with your army.
if you otherwise lack Air Units, they provide line of sight to shoot up cliffs
if the building is over your army, it is much harder to select the units under the building for focus-fire, since the building is in the way.
Generally, any building that is being floated (by a good ...
According the liquipedia stalemate detection has been in SC2 ever since patch 1.2:
A stalemate occurs when all players are unable to complete any of the following actions:
Produce a unit
Construct a building
Research an upgrade
Destroy an enemy building.
After three (in-game) minutes, if no player has completed ...
There are three reasons that I've seen mules dropped away from the mineral line in competitive play:
By far the most common reason is that a Terran player has decided that they've won the game, that it's obvious that they've won the game, and the other player should have realized they've lost and gg'd out already.
Throwing down mules away ...
With the note of only focusing on the early game, you say that add-ons are quickly and cheaply replaced, but in fact they are costing a lot more than you think.
If you kill one while they are researching Stimpack, Concussive shells, or Combat shields it sets them back that much further in the research of that technology making their army weaker for a ...
A 6- or 3-Rax all-in rush is what you're looking for...simple, fast, cheap.
the 6-rax produces an obscene number of marines very early on, and while it does do damage to your own economy, you can transition if need be, should you do equivalent damage to your opponent.
There are 4 methods to stutter step, but the concept is always the same.
Marine shoots, the "animation" is canceled by a move command, move command is stopped by some action and marine shoots again. Because the action to stop moving varies there are basically 4 different ways to stutter step and each has advantages and disadvantages.
shoot, move, Stop, ...
Aside from being a very hard to press "button", making you vulnerable to just about any pressure all the time until the very late game, Battlecruisers are vulnerable to many things.
The can be picked apart by well microed Vikings, they can be cost-effectively traded for with Widow Mines, they do not do that well agains Corruptors, Fungal Growth wears them ...
Since the recent Snipe nerf, the only matchup where you get ghosts is TvP. A good timing for getting the ghost academy and starting ghost production is around when you take your 5th and 6th gas.
Before that you won't really have enough gas for upgrades, ghosts and constant medivacs/vikings and the Protoss won't have High Templars and Archons out anyways.
A couple I can think of:
Do double nukes. If they kill one ghost, they may not even realize there's yet another nuke headed their way.
Nuke right after you begin engaging their army (so, while you're in combat). They may be at a loss at how to deal with it. Finding a nuke dot takes precious time away from your micro, so try to launch the nuke at amoment ...
Reactor Hellion Expand is the standard TvZ build right now. You open with a couple of quick Hellions and use them to harass, deny creep spread, force Zergling production, and gain map control. This allows you to quickly take your natural expansion and transition in whatever direction you'd like. It's not very aggressive but learning all-in builds without ...
"RAX" is shorthand for "barracks", a Terran structure that produces infantry units.
It's often used to describe build orders. So something like "3-Rax Reaper" is denoting an opener that involves getting three barracks quickly and producing Reaper units with them.
Against Protoss, your best bet is the 1/1/1 all-in.
A Cloak Banshee opening into Siege Tank Reactor-Marine all-in was famous amongst Protoss known as errorously as the 1/1/1, this variation masses Marines and adds Siege Tanks and attacks when Siege Tank (2) finishes; usually around the 10 min mark; when Protoss are quick teching to Colossus. ...
I'll address each point from a Terran perspective.
Unit vision up ramps has been reduced by 1.
This particular change is intended to hold off protoss 4 gate attack effectiveness. As a Terran it won't affect you much if you have flying units/buildings.
Immortal Attack range increased from 5 to 6.
This change will make your siege tanks die much faster ...
As you have already discovered, using a nuke against enemy units is very difficult since a player is very likely to notice it. The trick is to only use it to harass enemy units when your opponent is otherwise distracted. When you do use it, it is best to use it against an area on the map he is not currently focused on. If your enemy is attacking you, launch ...
Raven Dreamer has listed two great reasons for floating buildings. There's another more nuanced reason that experienced Terran players use.
There's a detail about the Seige Tank that makes floating buildings very useful.
A seige tank's sight range is 11
A seige tank's attack range in seige mode is 13
This means that a seige tank can actually hit farther ...
The best build in TvZ in my opinion is a build used by Polt. The goal is to be very aggressive once you get your medivacs and stim. Then you can expand once more and add tanks and ghosts to your army.
The build :
Open reactor hellion expand and add two more barracks
Research stim and combat shields while producing marauders off one rax and marines one ...
No, unfortunately this is not controllable.
In earlier versions the problem was even worse (for players playing against Terran), because SCVs sometimes used to go completely inside a building, making them unclickable. Since catching an SCV at the right time (it being on the edges of the building) was sometimes completely up to luck, a lot of players ...
Depending on the units and the addon the following will happen:
Barracks with Tech Lab producing Marauder and following queue: [Marine, Marauder, Marine, Marauder]
Current Marauder is still produced without delay
Queue: [Marine, Marine]
Barracks with Reactor producing 2 Marines and 8 Marines in queue.
Only 1 Marine is build without delay
Production of ...
This indicates that you should probably be picking up additional gas geysers sooner in the game, essentially as soon as you feel that you can safely do so.
As a Terran, you can also make additional Orbital Commands using the minerals and then sacrifice SCV's to your opponent. This slows down that income and also makes room for additional troops, since Mules ...
You should generally try to learn a variety of builds. While what you're doing is smart, it's also pretty easy to counter if scouted and as you go higher in the ranks you'll run into better scouting. You don't want to rely on one build for all of your wins because then when you stop doing that build you'll be completely outclassed.
Marines will beat your ...
No, you won't be able to control the path specifically.
However, there is some micro that you can use to get a small benefit out of it. You could select the SCV and stop construction (make sure you're not cancelling the building) before the SCV travels to the outside part of the building and then restart construction inside the wall, you'd have to do that a ...
In both games units inside the bunker get a flat +1 range.
In SC:BW they can sometimes also get range boosts because of how angles worked in the game. For example, Marines (4 range) inside a bunker can hit Range upgraded Dragoons (6 range) unless those Dragoons are positioned properly.
Using more SCV's to repair a building only increases the repair speed, the actual resources used is the same as if you had used only one SCV.
However, there is an opportunity cost in using more than one SCV for the job, because those extra SCV's would have been mining otherwise. You're basically paying those extra minerals to repair your building faster. ...
To answer your above questions in the scenario that you are placing forward:
In TvT, versus a meching player, wouldn't it be best to emphasize Marauders?
It would be, but a player with a mech style will also be producing hellbats with medivacs. Marauders take quite a few hits (14 hits with no upgrades on each side) to kill Hellbats as they get no benefit ...
The other answers have already given good advice, but I wanted to add a little that I've been successful with:
Multiple nukes, attacking: as simultaneously as you can manage to launch them (two or even three).
Same area: make sure that your ghosts are on opposite sides, so the opposing force won't find and kill them both if they start searching.
It takes you at least 90 seconds to be able to siege two tanks, given that the rush distance is usually lower than that and your opponent is already going for a push that would most likely be too late.
Marauders are the right units against tanks, combined with Stim Pack.
Marauders do +10 damage against Armored units. Combined with effective Stimpack ...
The Widow Mine is a unit that is built in the Factory. They burrow and act as a proximity mine.
When a unit gets too close, the mine shoots a missile at that unit, dealing huge splash damage (even to your own units). The mine is invisible when burrowed but can be killed easily with detection and the right units.
After the mine shoots a missile, it takes ...
You are correct it is the Liberator's attack circle while in defender mode. See here for image.
The colour is the same as the player's colour, that's why in my image it is green. In your case your opponent must've been blue and thus the attack circle is also blue.