This is true! The idea that Stryker is attempting to rectify, however, isn’t really encompassed by this -
Specifically, the point here is that if you forget to drop a MULE, as long as you still had money to keep producing until you remember to drop the MULE, you are not meaningfully punished for having dropped your MULE late.
This is because, unlike Zerg larva, and unlike Protoss Chrono Boost, dropping multiple MULEs at once stacks at full efficiency. To a reasonable approximation, you get 225 minerals per MULE dropped over a minute regardless of when, where, or how many you drop at once. (Yes, if you drop 10 at once you don’t, if you drop them on patches with <225 minerals you don’t – approximately.)
When you triple-inject a Hatchery, you do not gain 9 larva after 48 seconds - You gain 3 larva at 45, 90, and 135 seconds. This is the same rate as you would receive that larva if you had done the macro perfectly, except now your larva gain is permanently delayed by however long it took you to notice you missed the inject - at least, if you were already spending the larva (if you weren’t, then the natural larva banking mechanic larva is also being lost).
When you snap double-Chrono a structure, you actually just waste a Chrono Boost, so you have to have the presence of mind to stack the Chronos as they expire to get the actual amount of production time decrease - and again, not dissimilar to injects, if you’re using Chrono to push units out, missed Chronos are permanently lost seconds on your production cycle.
This is not in opposition to the point abs is making, that Inject and Chrono let you make up for other mistakes you’ve made, they’re not talking on the same axis at all -
In a sliding scale of “How bad is it if I use X 15 seconds late”; Injects > Chrono > MULE. That means “Terran is more forgiving of mistakes” (in this one very particular exact scenario)
In regards to using abilities to correct mistakes; though, I agree wholeheartedly; and with this:
This isn’t really…true? This is actually most true of Protoss due to the way that Warp In and Strategic Recall work.
If you find an undefended base, Zerg and Terran both can do jack about it, because both must walk units from where they are or get produced to that location. Zerg can circumvent this using Nydus worms, but it only unloads 2 units per editor-second, or ~3 units per second; and the worm itself can be killed and the units won’t all be there at the same time etc.
This is a very different idea than the one Stryker talks about in the opening post and their gameplay ramifications could not be more disparate.