TheProgramer

TheProgramer's home for his StarCraft alias

Statistics

               

Hola!  That's Spanish for "Hello" if you don't know.  Well here is all the stats about me.  You'll notice the game count is low, but believe me I have played SO MANY U.M.S. maps.

In-Game Statistics

Gateway: US East

 

In-Game Bio:

Name

TheProgrameer

Location

New York   My old account: "Infestation"

Description

"Everyone dies, but not everyone truely lives"
Terran  :lllllllllllllllll      }            /) /)
Zerg     :lllllllllll           }          (..  )
Protoss :llllllllllllllllllll    }      ('')('')_)o

 

In-Game STATS:

Wins: 116

Losses: 100

Disconnects: 9

 

APM:

HORRIBLE  That's all I should say, but I will tell you anyway.

Normally anywhere from 55-75.  With a super-low of 55 and a super-high of 85

65 (Average)

 

When I go Carriers my apm increases to 95-150.

 

League:

I was orginally with WGT but their ladder hasn't been up in FOREVER!  I then moved to ICCUP but am not so great so I unistalled it from my compy and just don't play it competitivley that much anymore.  I am on SEN and participate in SC2GG's saturday tournaments.

League: WGT

http://www.wgtour.com/member.php?datab=broodwar&id=338255

League: ICCUP

http://www.iccup.com/gamingprofile/theprogramer.html

 

Race Abilitey:

5/10

I am not that great with Terran at all, and thus dont use them.  When I do use them I go unorthodox and nuke.

4/10 

As bad as I am with Terran, I suck with Zerg, I go hydra and only hydra and that sometimes will catch people off gaurd but not often.

6/10

Yeah I'm just not that great at this game. But I love the Protoss.  I enjoy their smaller ground unit count as it has taught me to be good with a few units so I can use them effectivley.

The "Programer" Build

I have used a build for most of my recent gaming career, that I have come up with.  As far as I know there is no one else who does this as their main Build (ie. Bisu build, Fantasy Build) so I feel like sharing it with you.  I affectionately call this build the "Programer" Build (the "TheProgramer" Build didn't sound right to me).  Below is me describing it, showing the different nuances of the build when playing against each faction.  Each explanation is obviously not perfect as you can play each race any number of ways.  I will be assuming that each person has a full natural expansion and a choke point in his base.

Against Terran

 

Build Order: When facing the Terran, build a Pylon around 7 or 8 supply and then around 9 or 10 supply get two Gateways.  The Pylon and Gateways should be positioned in front of the (if more than one, then the main) choke point of your NATURAL EXPANSION.  Get 2 Zealots (one out of each Gateway) and position them so that any scouting SCV will not be able to make it through because you have walled off your base.  Yes I recommend to wall off as a Protoss, but make sure to leave some room for Dragoons to get through (you will probably need to bring them to and from the front lines and your main base), this room is to be occupied by Zealots early game so that scouting SCVs can't get through.  Now your going to get a Cybernetics-Core and Reavers quickly.  Create some Dragoons and Zealots, perhaps around 6 Dragoons, and 8 Zealots by the time you have 2 Reavers. Now by the time you have your fourth Reaver build your Nexus on your expansion you have been defending and a Forge then upgrade 1 Attack and then when it's finished 1 Armor.  Now when you have been defending for a while and have finished getting your natural on line build four Stargates and a fleet beacon.  Time to switch to Carriers, your opponent has been preparing to counter your ground force especially your Reavers and is probably not ready for this.  Make four Carriers and then four Corsiars.  While these are building get Observers.  Now build mostly Carriers, with some Zealots and Dragoons if you feel their needed.

♦ 8 Pylon

♦ 9/10 2 Gateways

♦ 2 Zealots

♦ Cybernetics-Core

♦ 2 Goons

♦ Robotics Bay & Robotics Support Bay while 6 Goons and 8 Zealots

♦ Forge 4 Reavers

♦ 4 Stargates & Fleet Beacon

♦ 4 Carriers & 4 Corsairs

♦ Carriers continually

♦ Zealots and Dragoons as needed

 

Player's Perspective (Offensive):  He will most likely be getting his expansion when you have your first Reaver.  He has been constantly attacking you so he knows you have limited units, and feels he can do as he likes with little base-defence.  He will be constantly taking your atention from the build order to defence, but your Reavers and Zealots and Dragoons should do fine if you remember to constanly re-supply and back up the front lines.

Player's Perspective (Defensive):  He will most likely be getting his expansion when you have around 3 Reavers.  He has seen you have not been attacking, so he will assume you have a reasonable force, or going for some sort of Reaver or Dark Templar Drop/Dark Templar rush so he will defend accordingly while trying to protect his new expansion from this "threat".  Now when he does attack he will observe Reavers and start thinking countermeasures to the Reavers.

Drop Defence:  The Reavers, I usually have two by my Gateways, and two by my main's mines to fend off any drops and buy you time.  The Reavers will waste both the Marines he drops, and the Siege Tanks, if not both, at least one group letting you use your normal army to take care of the rest.  They will also take care of those Vultures, in four shots/two volleys (since you have two Reavers [4 Vultures a drop I am assuming]). Now if your working with a drop-happy guy your Reavers and men should make him eventually give up, or spend so much energy on Micro Management he slows his Macro Management which either way is great for you.

The Attack:  Now if your enemy has decided to counter your Reavers with Wraiths your Corsairs and Observer should be able to stop them from wasting your Carriers.  Once you have four Carriers and four Corsairs, move out and start harassing his natural, he will now go either Wraiths or Marines or Goliaths.  If Wraiths your Corsairs will wipe them maybe even build one or two more Corsairs if you notice the change.  If they go Wraith your set,and if they support them with a Battlecruser, it will be only a slight nuisance since your only in mid-game transferring to late-game he shouldn't have many if any.  If his build was early crusiers send in your Dragoons, and bate the Battlecrusiers away from ground support to get your Dragoons to help take 'em out.  If they go Marines your Carriers can out-range them and keep darting behind cliffs and rip them apart easily.  If he goes Goliaths then make sure to use the cliffs a lot and have great Carrier micro and you should be able to stop them since they wont have upgraded Goliaths, or any advanced anti-air ground stuff since they were preparing for Reavers.  They may have some Missile Turrets since they thought you were going for a drop through, but that won't be much of a problem.  The Carriers will demoralize them {since countering Carriers is tough and annoying, and requires a lot of micro and spells) helping you achieve victory.  Just keep backing up your force, and if they counter with a offense, try not to retreat, try to get your Reavers and Dragoons and Zealots to take care of it, even if they can't eliminate the enemy they can slow them down enough for you to kill him before he kills you.

Late Game:  You shouldn't enter the late game, but if this fails there are still some options available to you.  Use any Carriers you have left and make some more for defense and build a Templar Archives.  IMMEDIATELY GET A THIRD EXPANSION.  You already have 1 ground weapons and 1 ground armor, and you haven't upgraded air at all so you can get back into upgrading your ground forces.  Start getting a few Dark Templar to force his having detectoin and get some Archons and build Reavers and several more Gateways.  You should know where his stuff is now, and while your attacking passively upgrade Arbiter tech and starting using recall or stasis, whatever fits your situation best and start being a constant threat, constantly attacking.  Don't fall back into defensive, your Carriers and some Reavers should help your defense.  He will have made a lot of anti-air so when your army's collide you'll be dealing with a lot of Goliaths which aren't that great against ground.  Hopefully you can out macro and micro him with this knowledge.

Notes:  You can rush with your two Zealots, just get the Gateways earlier.  The "Programer" build works best on a mid-size map.  If large map, you may want to save up more Carriers before moving in.  You can build Cannons if you feel it necessary, it wont put you behind too badly, I often do myself just make sure to put some not only at your front door, but around your main base as well to help with drops.  Another thing I love about this build is that at any point you can tech switch to ground very easily, just build a Citadel of Adun and a Templar's Archives and some Gateways and your set.  Sometimes you might notice that the player your palyign agaisnt has suspect you of going Carriers, either by you observring alot of anti-air, or by him scanning.  You can do what I described above and switch to ground units rather quickly and take the hand of suprise back.  On the file's section below the replay "How To Transfer" is a game where I see was going alot of Turrets so I decided to switch up the build.

Files:  Terran - This is a replay of me sucessfully pulling off the "Programer" build with a drop-happy, defenive player.

           How To Transfer - This is a replay of me playing that same guy, but this time he is suspecting I'm going Carrier,

                                       and I notice this when my Observer spots a crap-load of Missle Turrets.

Against Zerg

Build Order: When facing the Zerg, build a Pylon around 7 or 8 supply and then around 9 or 10 supply get two Gateways.  The Pylon and Gateways should be positioned in front of the (if more than one, then the main) choke point of your NATURAL EXPANSION.  Get 2 Zealots (one out of each Gateway) and position them so that you can defend from an early Zergling Rush, and any scouting Drone will not be able to make it through because you have walled off your base.  Yes I recommend to wall off as a Protoss, but make sure to leave some room for Dragoons to get through (you will probably need to bring them to and from the front lines and your main base), this room is to be occupied by Zealots early game so that Zerglins and scouting Drones can't get through.  Now your going to get a Forge early, and build some Cannons, to help you defend (they can go a long way). Now your going to get a Cybernetics-Core and Reavers quickly.  Get Observers while you do the next step (their to deal with the Lurker threat).  Create some Dragoons and Zealots, perhaps around 6 Dragoons, and 8 Zealots, and upgrade 1 Attack (followed by 1 Defence when you can) by the time you have 2 Reavers. Now by the time you have your fourth Reaver build your Nexus on your expansion you have been defending.  Now when you have been defending for a while and have finished getting your natural on line build four Stargates and a fleet beacon.  Time to switch to Carriers, your opponent has been preparing to counter your ground force especially your Reavers and is probably going at least some if not alot of Mutalisk.  Make five Corsiars FIRST and then four Carriers.  While these are building get Observers.  Now build mostly Carriers, with some Zealots and Dragoons if you feel their needed.

♦ 8 Pylon

♦ 9/10 2 Gateways

♦ 2 Zealots & Forge

♦ Cybernetics-Core

♦ 2 Goons

♦ Robotics Bay & Robotics Support Bay while 6 Goons and 8 Zealots while Observers

♦ 4 Reavers

♦ 4 Stargates & Fleet Beacon

♦ 5 Corsairs & 4 Carriers

♦ Carriers continually

♦ Zealots and Dragoons as needed

 

Player's Perspective (Offensive):  He will most likely be getting his expansion when you have your first Dragoon.  He has been constantly attacking you so he knows you have limited units, and feels he can do as he likes with little base-defence.  He will be constantly taking your atention from the build order to defence, but your Reavers and Zealots and Dragoons should do fine if you remember to constanly re-supply and back up the front lines.  If he sends Lurkers use those early Reavers and Observers to deal with them from a distance.

Player's Perspective (Defensive):  He will most likely be getting his expansion when you have around 3 Reavers.  He has seen you have not been attacking, so he will assume you have a reasonable force, or going for some sort of Reaver or Dark Templar Drop/Dark Templar rush so he will defend accordingly while trying to protect his new expansion from this "threat".  Now when he does attack he will observe Reavers and start thinking countermeasures to the Reavers.  If he goes Mutalisk he will not have a problem with those Reavers, that's while Corsairs are a good option, but the Reavers are still important as they help you if he decieds to switch to ground, and may even discourage this.

Drop Defence:  The Reavers, I usually have two by my Gateways, and two by my main's mines to fend off any drops and buy you time.  The Reavers will waste both the Zerglings he drops, and the Hydralisk, if not both, at least one group letting you use your normal army to take care of the rest.  The Lurkers are also easliy taken care of with your Reavers.  Now if your working with a drop-happy guy your Reavers and men should make him eventually give up, or spend so much energy on Micro Management he slows his Macro Management which either way is great for you.

The Attack: Once you have five Corsairs and Carriers, move out and start harassing his natural.  If your enemy has decided to go Lurkers and Hydralisk your going to have to rely on your Carrier micro, being sure to use the cliffs a lot.  When being attacked to get the Hydras you can actualy deal with them fairly easily especially defensive wise as your Carriers supported with Reavers and your ground force will cut through them.  If your enemy has been going Mutalisks you can expect tons of Scourge to attack your Carriers, and your five Corsiars will rip right through them and your foe will not be expecting for you to still have that many Carriers as he was expecting to thin them out giving you an advantage.  Corsairs with Carriers rip through Mutalisks fairley easily also. The Carriers won't do too much demoralizing them (since countering Carriers is easiest for Zerg).  Just keep backing up your force, and if they counter with a offense, try not to retreat, try to get your Reavers and Dragoons and Zealots to take care of it, even if they can't eliminate the enemy they can slow them down enough for you to kill him before he kills you.

Late Game: You shouldn't enter the late game, but if this fails there are still some options available to you.  Use any Carriers you have left and make some more for defense and build a Templar Archives.  IMMEDIATELY GET A THIRD EXPANSION.  You already have 1 ground weapons and 1 ground armor, and you haven't upgraded air at all so you can get back into upgrading your ground forces.  Start getting a few Dark Templar to force his having detectoin and get some Archons and build Reavers and several more Gateways.  You should know where his stuff is now, and while your attacking passively upgrade Arbiter tech and starting using recall or stasis, whatever fits your situation best and start being a constant threat, constantly attacking.  Don't fall back into defensive, your Carriers and some Reavers should help your defense.  He will have made a lot of anti-air so when your army's collide you'll be dealing with a lot of Hydralisks or Mutalisks and Scourge.  Hopefully you can out macro and micro him with this knowledge.

Notes: You can rush with your two Zealots, just get the Gateways earlier.  The "Programer" build works best on a mid-size map.  If large map, you may want to save up more Carriers before moving in.  You can build Cannons if you feel it necessary, it wont put you behind too badly, I often do myself just make sure to put some not only at your front door, but around your main base as well to help with drops.  Another good idea is to do your best to scout the map so you know what he does with Orverlords and you can harrass them with your Corsiars.  The attached file shows how to defend aginst a defencive player and drops that don't include Lurkers, and how to stop a Mutalisk tech-switch push (though I did do alot of bad timing, I still pulled it off).

Files: Zerg - I killed allot of his Overlords and it bouthgt me enough time to re-supply my Carrier army.

Against Protoss

Build Order: When facing the Protoss, build a Pylon around 7 or 8 supply and then around 9 or 10 supply get two Gateways.  The Pylon and Gateways should be positioned in front of the (if more than one, then the main) choke point of your NATURAL EXPANSION.  Get 2 Zealots (one out of each Gateway) and position them so that any scouting Probe will not be able to make it through because you have walled off your base.  Yes I recommend to wall off as a Protoss, but make sure to leave some room for Dragoons to get through (you will probably need to bring them to and from the front lines and your main base), this room is to be occupied by Zealots early game so that scouting Probes can't get through.  Now your going to get a Cybernetics-Core and Reavers quickly and at the same time Observers to stop any Dark Templar rush.  Create some Dragoons and Zealots, perhaps around 6 Dragoons, and 8 Zealots by the time you have 2 Reavers. Now by the time you have your fourth Reaver build your Nexus on your expansion you have been defending and a Forge then upgrade 1 Attack and then when it's finished 1 Armor.  Now when you have been defending for a while and have finished getting your natural on line build four Stargates and a fleet beacon.  Time to switch to Carriers, your opponent has been preparing to counter your ground force especially your Reavers and is probably not ready for this.  Make four Carriers and then four Corsiars.  While these are building get Observers.  Now build mostly Carriers, with some Zealots and Dragoons if you feel their needed.

♦ 8 Pylon

♦ 9/10 2 Gateways

♦ 2 Zealots

♦ Cybernetics-Core

♦ 2 Goons

♦ Robotics Bay & Robotics Support Bay while 6 Goons and 8 Zealots while Observers

♦ Forge 4 Reavers

♦ 4 Stargates & Fleet Beacon

♦ 4 Carriers

♦ Carriers continually

♦ Zealots and Dragoons as needed

 

Player's Perspective (Offensive):  He will most likely be getting his expansion when you have your first Reaver.  He has been constantly attacking you so he knows you have limited units, and feels he can do as he likes with little base-defence.  He will be constantly taking your atention from the build order to defence, but your Reavers and Zealots and Dragoons should do fine if you remember to constanly re-supply and back up the front lines.

Player's Perspective (Defensive):  He will most likely be getting his expansion when you have around 3 Reavers.  He has seen you have not been attacking, so he will assume you have a reasonable force, or going for some sort of Reaver or Dark Templar Drop/Dark Templar rush so he will defend accordingly while trying to protect his new expansion from this "threat".  Now when he does attack he will observe Reavers and start thinking countermeasures to the Reavers.

Drop Defence:  The Reavers, I usually have two by my Gateways, and two by my main's mines to fend off any drops and buy you time.  You should also have two Dragoons near your minerals also.  The Reavers will waste any Zealots or Dark Templar he drops, but other Reavers  will be a problem, that's why you have your Dragoons there too.  Now if your working with a drop-happy guy your Reavers and men should make him eventually give up, or spend so much energy on Micro Management he slows his Macro Management which either way is great for you.

The Attack:  Once you have four Carriers move out and start harassing his natural, he will now go either Scouts and/or Corsiars or lots of Dragoons or Psi-Storm.  If Scouts and/or Corsairs your Carriers should make it a point to kill them before they group up, and make it a point to try to disable their ability to produce these units.  Maybe even build one or two Scouts or Corsairs if you notice the change.  If they go Dragoons your pretty Ok, it'll just take you a while to destroy them as alot of Micro is invovled, but it'll buy time for four more Carriers to be produced and back you up.  If they create Carriers, it will be only a slight nuisance since your only in mid-game transferring to late-game he shouldn't have many if any and you'll be able to pick them off before they reach a critical mass, or even before they get many Interceptors.  If his build was early Carriers you'll need scouts and upgrade their movement speed and plus one air weapons.  If they support their Dragoons with Psi-Storm don't be too worried just make sure you don't lose any to it and your sheilds will help you out.  They've been preparing for Reavers so they should only have light anti-air to try to pick off incoming Shuttles since they may have thought you were going to do a drop.  But since your against the Protoss and their defensive building is Photon Cannons, you will most likely have to deal with them, but focus fire on them with Carriers makes quick work of 'em. The Carriers will demoralize them (since countering Carriers is tough and annoying, and requires a lot of micro and spells) helping you achieve victory.  Just keep backing up your force, and if they counter with a offense, try not to retreat, try to get your Reavers and Dragoons and Zealots to take care of it, even if they can't eliminate the enemy they can slow them down enough for you to kill him before he kills you.

Late Game: You shouldn't enter the late game, but if this fails there are still some options available to you.  Use any Carriers you have left and make some more for defense and build a Templar Archives.  IMMEDIATELY GET A THIRD EXPANSION IF YOU DON'T HAVE ONE ALREADY.  You already have 1 ground weapons and 1 ground armor, and you haven't upgraded air at all so you can get back into upgrading your ground forces.  Start getting a few Dark Templar to force his having detectoin and get some Archons and build Reavers and several more Gateways.  You should know where his stuff is now, and while your attacking passively upgrade Arbiter tech and starting using recall or stasis, whatever fits your situation best and start being a constant threat, constantly attacking.  Don't fall back into defensive, your Carriers and some Reavers should help your defense.  He will have made a lot of anti-air so when your army's collide you'll be dealing with a lot of Goons so be aware of that.  Hopefully you can out macro and micro him with this knowledge.

Notes: You can rush with your two Zealots, just get the Gateways earlier.  The "Programer" build works best on a mid-size map.  If large map, you may want to save up more Carriers before moving in.  You can build Cannons if you feel it necessary, it wont put you behind too badly, I often do myself just make sure to put some not only at your front door, but around your main base as well to help with drops.  In the game under files I played agianst a person who wasn't super-great, but was okay.  He attacked alot and you can see how you have to respodn appropriatley.  It also is a great demonstration of how to respond when he counterattacks.

Files: Protoss - Not much else to say.