This guy understands:
It was instant speed, too. Aka no projectile. What’s interesting is that something that creates options for you comes at the cost of appearing random to the opponent. You have all the options in when and where to fungal a marine glob while burrowed, but his only option is to bite his nails all game long while waiting for the fungals to land and then crying after it does. That’s why it’s interesting to compare it to entropy. Entropy is a measure of randomness and SC2 is a battle of putting all the control in your hands, aka minimizing randomness, and none of the control in your opponent’s, aka maximizing randomness.
The reason being that, in a balanced game, the opponent has options that he can use to mitigate, nullify, or even reverse the damage. The turn order advantage (aka tempo) means he is one step behind in doing so, which makes it harder, and that biases the outcome negatively. From there, the only factor deciding if your attack succeeds is if he can predict that it’s going to happen. If he can, he will take measures to mitigate it and while tempo makes it unlikely he can still do it if he is skilled enough. Randomness preempts this because he can’t react to it until it happens, and in many cases that is simply too late.