Strategies for Network

Strategies for Network

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koga305
Posts: 2
Joined: 25 Nov 2009, 16:54

Strategies for Network

Post by koga305 »

One thing I noticed about the KP strategy guide is that it only applies to System players. I just started playing, but am already noticing some major differences for Hacker and Network strategies. I can't play Hacker very well yet, but I am starting to get network:

Network Strategies
  • Expansion is important, as the closer you can deploy your packets to the front line, the better.
  • You can afford to build Gateways first, as they can defend themselves against one or two spam while building.
  • You don't really have a good unit for damage against buildings (Connection will work, but isn't much better than a Byte or Worm), so spamming packets to attack buildings is important.
  • Building packets at the Carrier is important if you need one or two to scout, because they can only be dispatched in dozens.
  • Choose the places where you deploy packets carefully. You lose 12 from the buffer every time you dispatch, so if multiple ports are being attacked, select the one in the center to dispatch from and micromanage them rather than deploying from every port and losing all your bufferized packets.
  • On the other hand, make sure you use your packets rather than lose them. Don't send a Connection into enemy territory without micromanaging it to make sure it dispatches packets, and if you're quickly losing Ports, use Alt+Dispatch to try to save them.
Let me know if I'm missing any vital points or are wrong on any of this.
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: Strategies for Network

Post by Google_Frog »

Expansion is important, as the closer you can deploy your packets to the front line, the better.
Expansion is always important. It's important because it fills the buffer. For frontline packet deploying use Connections.
You don't really have a good unit for damage against buildings (Connection will work, but isn't much better than a Byte or Worm), so spamming packets to attack buildings is important.
Connection is great against buildings. Simply walk right up to the building and deploy a couple of dozen packets, eat the packets before the building dies so that you lose very few.
Choose the places where you deploy packets carefully. You lose 12 from the buffer every time you dispatch, so if multiple ports are being attacked, select the one in the center to dispatch from and micromanage them rather than deploying from every port and losing all your bufferized packets.
If you're trying to save a Node dispatch directly from that Node. By spamming dispatch and eat on a Node you can minimise loses.

You also missed a lot of vital points. Mines, Flows, Firewalls and the correct use of Connections was not properly covered.

Gateways can make mines, use them. Mines do not damage each other so build a couple next to front-line Nodes as a first line of defence before dispatching packets.

Firewall is the most useful superweapon. Firewalls half the damage that affected units take and reflect half damage back to the enemy. People should be constructing one of these as soon as their second capped geo depending on map size and geo availibility. It is a very good at countering Pointers, a pointer will 1-shot kill itself with the reflected damage. This makes them key for Flow survival as well as very useful for Connections as they are weak to Pointers too. Firewall is still useful for 'final assaults' against non-System players. Firewalls do not reflect EMP damage.

Flows are good antiswarm, are all terrain and are hard to hit. Flow speed increases with Node count. In midgame your Base should be spamming mostly flows. Flows are extremely weak to Pointers as they are 1 shotted by them, they are also weak to DOS. Make sure to not fly flows directly over enemy swarms or they will die, hold position can help in this situation. At some stage of the game you might think you've got enough Flows to assassinate the enemy base, this is generally a good idea but be sure to use firewall.

Connections. Their firepower comes from a global mana pool, the buffer. Firepower is global so extra connections do not noticeably add to firepower. Gateways should be used to constantly repair Connections. When using deploy the packets should not roam far from the Connection, quickly eat and deploy to dodge AOE attacks. A few connections and 100 packets can be used to assassinate the enemy's base, firewall increases the effectiveness of this. On some maps where the Base is far from Nodes a Connection should be kept near the Base for defence.

It may be helpful to stop thinking of packets as units. Packets are merely an ability that Nodes and Connections have. It uses a global mana pool charged by Nodes. Packets are healed when they pop into and out of the buffer. If fighting a Worm or Byte dispatch and eat in time to the enemy's fire rate. Inside the buffer they are invulnerable, outside they can be unexpectably killed by nukes, pointer flame, the Obelisk thing and stealth worms. Packets should not be left outside the buffer.

Connections and Nodes can be set to repeat to repeat deploy packets.
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: Strategies for Network

Post by MidKnight »

a Flow swarm is a very effective tactic for both offense and defense.
koga305
Posts: 2
Joined: 25 Nov 2009, 16:54

Re: Strategies for Network

Post by koga305 »

Okay, looks like I'm still learning a LOT. Firewalls do seem effective, but I'm having trouble mobilizing a large enough army (and keeping it alive long enough) for this to be useful, as it looks like by that time you'll win anyway. Perhaps your suggestion about thinking of packets as an ability will help. Also, I have had trouble finding KP games online, and my CPU can't run the Hard AI, so my games have been fairly "easy" so far.

I've been using mines, and they've been helpful, but they eat up vital micromanaging time (and I haven't gotten used to queuing actions yet), which is why I haven't been able to use them efficiently.

I have gotten a lot better at using Flows since I wrote this, and agree that using a Firewall to protect them is a good idea. Hold Position would probably help too.

The biggest thing seems to be using a spam/eat tactic with Connections to kill enemy units and minifacs quickly, using Gateways as healing and support.

Thanks for all the good suggestions!
Dotz
Posts: 73
Joined: 25 May 2009, 01:11

Re: Strategies for Network

Post by Dotz »

Strategies for Network: YOU GO TOUHOU!
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Strategies for Network

Post by MidKnight »

Dotz wrote:Strategies for Network: YOU GO TOUHOU!
I assume the next step is 'auto-lose due to UP faction?'
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Strategies for Network

Post by Spawn_Retard »

Dotz wrote:Strategies for Network: YOU GO TOUHOU!
this sounds pro
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