I need a breakdown of the effects of rushing and NOT rushing on the mid-game.
For example, Cutter tries to use Marines to get map control quickly. How does this affect his defense from rushes? Does expanding leave him with less resources, or does the expansion help him get more fast enough?
Another example, Forge or Anders tries a rush, and the opponent defends successfully. Who wins the mid-game? Must Anders / Forge sacrifice expansion and slow down economy in the mid game? Can they even expand at all if they try the rush?
I have these issues, because i every time i do the “right” things, i feel like i am left super vulnerable. I try to scout, which leaves me with less resources. I try to defend, which leaves me with less expansion, and less resources from the turrets. i try to expand, and it seems the opponent always builds their first army faster than me. Then, when i see that they have a huge army, i think to myself: “If they did this so fast, they must not have expanded much. They must be un-prepared in some way now”, yet that never seems to be the case. Most good players can rush, while also out-expanding me.
If i see a rush coming, what is the best course of action, not JUST to defend, but to punish? How do you “read” the buildings the opponent has made, and make a decision after? If i dont see turrets, should i attack, or am i too late to switch to a rush-style play?
I would like to learn more about this stuff, so please give advice. Thank you all in advance! <3