As an example I guess seeing a zerg go mass ling, and preparing for muta but instead getting infestor. By this point, I've sunk a lot of economy into turrets and thors (and the tech to go with it) and instead I'm scrambling to get together some Ghosts. I'm aware of the 10 min muta timing, and others I notice are around 13 and 16 minutes (some of these may just be delayed by opponent macro).
That's just making assumptions and bad decisions.... Mass ling without banes is more likely to be infestor play. Infestors deal with the mass ling counters like marine and hellion very well, and they unlock fast tier 3 tech with a heavy upgraded ling focus that gets you 3/5 Ultras relatively fast. That kind of style Zerg was popular for a while (Stephano used it a bit too not long ago).
You should also not be getting thors out at that particular timing unless you are going full mech... marine-tank with a few turrets (1-2 in each base should handle the initial mutas) should hold strong while you determine they are indeed going to keep producing mutas and will need thors.
If you instead make those tanks from your factory, you should be okay against both muta/baneling and infestor/ling, as tanks will hit infestors before they can fungal.
I like to just throw down a scan at around 10 minutes to spot the lair tech he may be throwing at me. Attempting a drop at that time if you have medivacs is a good way of spotting it and also doing damage while he's saving up resources to produce a large round of mutas/infestors.
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Double gas Protoss is another - I think it's got to be Void Rays or DTs, and usually I'll see a DT rush at this level (it must be quite successful against other Terrans I guess). Not such a big deal if it's a more passive build with extra sentries, as whichever route I take could turn out well for me in the late game.
Yeah, could be 3 gate w/robo or stargate or dt or fast archon/blink/charge upgrade... Not really any way of telling just off double gas. Try and spot an expansion timing too. If you see the fastish expo it's obviously a 1-3 gate expand with sentries. You should be fine to expand against any of those builds, but anything other than a sentry expand will require a good number of bunkers.
Also helps to scan where you know he has pylons (good idea to look for any pylons right at the back of the base with the scouting scv) to spot a stargate/robo/twilight and see if it's a stargate to spot for pylons around your base, etc. so you don't just die to warpins in your main while you have 4 bunkers at your nat.
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