1 Getting started
There's a fair bit of disagreement on what exactly the best starting technique
is. Here are a few popular techniques.
1) 2 golem start
In this technique, you must first build your temple ( near lots of geysers
) then whilst it is building, you check the map for postable isle's. Once
your temple is done, get 2 golems and connect to a couple of nearby geysers
and get golems cashin' in. Do the same with your priest if you want. Now bridge
like a maniac for the middle. Stop bridging once your cash is about to reach
2k, and build your shops and send the priest up. Tidy up any loose ends on
your bridges and get knowledge into production and gen up to the post isle(s).
Get your post and a couple of golems to go with it and there ya go.
2) 1 shop rush
This time make sure you build a shop at the same time as your temple ( and
you'll probably want wind ) and get 1 golem instead of two. Now do the same
as before but get a second golem when you have the cash ( 1 won't be enough
) and get your priest running after he has made 0 1 or 2 crystal runs instead
of after you build shops. How many crystals should priesty get before running?
That's dependant on personal preference. The advantage of less runs is that
your priest reaches post faster. The disadvantage is that your cash will be
slower as you've had that x00 less SP, which in turn means golems x seconds
later etc. Personally, I would let him make one or two runs if you have a
post island nearby, or no runs if you really have to push it to get a post
first.
2) What next?
Okay, you're gettin the cash in and you're not sure what to do next. You got
lots of choices. Netstorm is all about long-term control, especially if you
have several people playing. You want to control as much of the map as possible,
as this gives you access to more cash, and good attack routes. Posting up
as much of the map as possible is a good start, but a little dangerous at
times. Bridge is the most useful way to control the map I find. When you have
a border of bridge it takes time to be attacked, your units are protected
and you have a much greater accessability to the map. If you were quick enough,
then you may be able to attack your opponents posts before there cash supply
is running properly, thereby winning the game ( basically ) in a matter of
seconds. Make sure you've got plenty of attacking/defending units in production
slots.
3 Bridging
Bridge speed is one of the most important aspect of the game in my opinion.
Firstly, you gotta use the hotkeys, but I'm sure you all know that by now.
You should at least use four of the six hotkeys for a reasonable effect. It's
not as hard as it might sound to run out of all six pieces during a game if
you really go for it. Try also using ALT to scroll as well, you'll be suprised
how much faster it is. How fast are you? Practice on the demos, though the
bridge refresh rate makes this a little unrealistic, try to bridge around
the enemy isle on the first demo and connect to your isle the other side in
about 50 seconds. Do the same thing on the third demo in under 3 mimiutes.
If you can do these, you're as fast as you need to be to play well (but getting
faster can't hurt). Be careful too, that you don't end up with all the branches
on your bridges facing the same way, it can really restrict you later, and
its very easy to do this if you're bridging for speed. Practice makes perfect!
Webbing is the term I loosely use for any sort of bridging that restricts
your opponents construction. It involves basically closely surrounding your
enemy's bridge with yours, or filling in any gaps with bridge, thus preventing
his construction. It's a great way to defend yourself if you're low on cash,
particiularly if you have man-o-war's on the loose. Bridging your opponent
off is useful also, genreally followed up by this webbing. When you attack
something (eg outpost of isle) it is a good idea to bridge around the side
as well, and web off any places you opponent might bridge around to outflank
you. It's much easier to defend your attack if they can only attack it from
one side. Remember, don't give your opponent a chance to build anything threatening!Loop
your bridges to themselves occasionally as it stops them crumbling if left
unattended, do this when you have a huge bridge war off the edge of the map,
or you've run into an island while bridging off an opponent but can't connect
to it. Connect to any big islands around so you can build off them, you should
occasionaly connect to opponents bridges and islands as it supplies a route
for power, or allows you to build on neutral islands that only they are connected
to. Connect to geysers frequently so your golems have something to do, and
as you can still build off a geyser you own (if you have a power route) regardless
of if you yourself are connected to it. Connecting to an opponents island
during an attack can be an incredibly useful move. It allows you to build
even when you lose your main connection. This is because you are normally
connected to your opponent somewhere, and building units depends on two things.
1 It has to have a power route from one of your posts or temple, regardless
of whose territory this goes through. 2 It has to be neutral or owned by you.
This can lead to your opponent thinking he's melted your connection, and then
you continue building bridges and units, from your bridge which is attached
only to his island!
4) Meltdowns
Firslty, why meltdown when you can salvage? If you don't want your opponent
to hear you breaking through his lines, salvage a gen or sun bar instead.
It only destroys cracked bridge, and it has a smaller range, but your opponent
almost certainly won't notice - great for sneak attacks. Other than that,
meltdown whenever you can! If your opponent has any bridge that is remotely
in your way, get rid of it. Even if he builds it back, he has still spent
longer rebuilding than you have destroying, so you have gained, if he doesn't
build it back, you bridge through the gap and control more territory- It's
a no-lose situation! Meldowns don't seem to be used as much as I think they
should. Remember also that everyone can hear a meltdown, and will amost certainly
check all their major bridges when they hear one - use this fact to distract
your opponents occasionally, just melt empty space and they'll amost certainly
waste a few seconds looking around. ( though your allies probably will too....)
cunning eh? One last thing. It is sometimes a good idea to try to meltdown
your own bridges if they have become almost useless and need to be rebuilt
5) Units
What units do you use for what? Depends largely on personal preferences. Normally
you'll want crossbows when fighting for the centre if there are more than
two sides competing, because they are so versatile. If there are two teams
competing, and you're therefore unlikely to be outflanked, you might prefer
ice cannons. Later you'll want arial units, preferably man o wars, as by this
time there will be very few areas left to build in, and these can access all
sorts of areas other units cannot, and they tend not to be too badly stopped
by sun bars either. An expensive alternative to this is thunder cannons. Build
them where they can't be easily reached and sit back and watch them clear
an area.
Sun Bars
Use them lots!!! it's 200 for a bar, and 400 for two, so maximum cost is 400
for an invulnerable shield that can be quite long. If you have enough bars,
you'll also start to notice that you get connections appearing everywhere,
quite by accident. There's nothing that will put an opponent off attacking
more than a battlefield covered in bars =) When placing bars, try to make
sure that at least one end is somewhere safe in your terrirory, or somewhere
else that is hard for your opponent to reach. If a bar can be shot at, build
more in front of it. It's worth building bars in front of anything, because
for 400 you can block it off, and even a single crossbow costs 500. The worst
enemy of the sun bar is the man o war. If your opponent pulls them out, you're
probably going to want to get some yourself, or use Bulkwarks if you prefer.
Do leave some room for your attacking units though.There are plenty of rather
sneaky bar tricks around too, I'll leave you to work out these.
6) Endgame
By this time you know who is going to win. Here is where you could ask where
you went wrong (if you lost) or be smug (if you won) Once the last island
on one of the teams is well under seige and beyond rescue, you should type
gg. It doesn't matter how quick you won or lost, or whether the map was good,
this is simply good conduct. Here is where you DON'T put your priest in your
allys airship and float him to god knows where. Here is where you DON'T start
accusing your opponent of being unfeasibly lucky or cheating. Be frirendly
and enjoy netstorm the way it was supposed to be.
7) Spells
Spells. Everybody hates them, myself included. Fair enough, they are part
of the game, but people consider that there's something a little underhand
about using spells. Most players don't use spells because it takes too much
time that they would rather spend beating up an outpost or whatever, and I
also found this to be the case. If you use spells, expect people to moan at
you. Spells are for when you've already lost, if you still wish to stoop that
low.