I began browsing this wiki a few weeks after I began playing Hackers (that was over a year ago). About a month ago (more or less), I decided to play Hackers again, so I created a second account using Parallel Space (I still play on my first account), and now I'm aiming for the min-maxing strategy, in which I focus on upgrading my Sentry and not upgrade any farming nodes. But now I'm faced with a problem I didn't forsee.
I decided to focus on using Shurikens over Beam Cannons, but the Shuriken program is quite expensive in my level (Level 4 Shurikens cost 12 B-Coins). Not to mention that whenever I look for networks (I'm Level 14), the B-Coin count is usually around 300-400, which is not enough to make me a profit (I usually bring around 30 Shurikens every hack, which cost me around 360 B-Coins if I use them all).
So should I buy another B-Coin mine and upgrade it, or should I just keep on going without it?
Prior to the V1.2 update, I would've offered a resounding "no" to building an additional B-coin Mine. Since network experience can now be refunded by deleting a node however, you now have options!
Building and upgrading a B-coin Mine to try and offset the cost of attacks may be viable for your playstyle. While this has the "disadvantage" of temporarily raising your network experience from a min-max point of view, the higher level targets with better loot might be just what you need right now. Once the B-coin values on targets starts increasing to the levels you need to sustain you, you can simply delete the node for a full XP refund - as well as half the last upgrade for a nice little boost in $ - to maintain your minmax strategy.
Toughing it out has its own advantages too however ;) The earlier stages of the game are a great place to refine your hacking efficiency skills, and you can use this time to learn how to use *less* programs/b-coins each hack. Consider where you can get away with using only 1 Shuriken on a node instead of 2 or 3. Think about the effects of letting the node get recaptured and placing 1 more Shuriken to finish the capture, instead of using multiple ICE Walls to defend it. The 2 B-coin Beam Cannon also still has some use against single target nodes early on. Make the most of the 3 minutes that are available each hack - there's no bonus for finishing with 2 minutes left!
Both options are certainly viable. The former is probably better if you're playing more casually, whereas the latter would be good if you're investing a bit of time into it. The latter also allows for much quicker play, as less programs equals quicker compile times.
Yup, all of the XP is refunded. This was added to allow players the opportunity of trying out different network builds without hsving their network level artificially inflated to high levels.
Upgrading Turrets and Black ICE nodes usually isn't recommended for a minmax strategy, but since you can delete the node and refund the XP, feel free to experiment and get a feel for things - you can always remove it later on.
The general premise is to keep your firewalls low and your Sentry high (as you know), use a massive Scanner to keep early stealthers at bay, utilise your 4 connect/3 program nodes as choke points, and manipulate the attack priority to keep the brute force attackers away from your loot.
They're not my forte however - someone on Discord will be better suited to hook you up with advice/examples. :)
Sorry bro, this is the wiki for Hackers: Join the Cyberwar mobile game. We don't deal with real life hacking here, (and I personally don't have time for it anymore ... 20 years ago maybe, but not now :P)
If you enjoy hacking you'd love the game this wiki is for though. :D I'll pop you the links to download it for free below. :)
The description of building threads reads: "Each additional Building Thread provides the same boost as the previous thread, and costs twice as much", well, correct me if I'm wrong, but I was expecting for the time to be halved each time, since the "boost" from 1 to 2 bt, is halving the time. I was a bit disapointed when i found out that its not the same boost, more like, 1bt - full time, 2bt - 1/2, 3bt 1/3 and I presume 1/4 and 1/5 for the others.
My intention is not to be annoying about detail, just though it could use a better descripion, maybe. Sorry to bother you
It's a common misconception, but each thread does provide the same amount of utility. Each building thread assigned to a build/upgrade causes time to pass at 1 real time second per thread assigned.
When 1 second per thread is expressed as a percentage however, the total time taken results in 100%/50%/33%/25%/20% of the original time. ie, 1/1, 1/2, 1/3, 1/4, 1/5 of the required time. While this does look less effective as more threads are added, this is not the case, as each thread is working at the same rate as the previous one, ie, 1 second reduction per second.
If time was to half at each additional thread, this would result in the following with a 1 hour build:
1 hour with 1 thread
30 minutes with 2 threads
15 minutes with 3 threads
7.5 minutes with 4 threads
3.75 minutes with 5 threads
As you can see, it doesn't take this long to start looking ridiculous. With just 5 additional threads, each thread performs 3.75 minutes of construction, totalling in 18.75 minutes, yet manage to do 60 minutes worth of building. Extend this to 10 threads, and each thread only has to work for ~7 seconds to complete a 60 minute build ;)
Oh, of course, that makes complete sense! Thank you. Well, in my defense, I though 5 was the maximum number of building threads, and when facing several days/weeks of update, I must confess that halving each time doesn't sound that silly xD But of course makes much more sense that methodology. I guess was just wishful thinking! Thank you for enlighten me.
Yeah, I hear ya - some of the building times at later levels do seem to take forever, although they are fair overall. The Scanner and Sentry ones are especially crippling if you only have 1 of them, due to the node being out of commission due the upgrade - ofc, having just the one is an individual player choice. :P (Man, I'd go multiple Scanners and Sentries if I restarted :P)
5 is indeed the maximum number of building threads, I was just using that methodology to emphasise the diminishing requirements. Still, between 2 weeks with one thread and around 2 days with five, give me the latter every time :D
Yes indeed, building threads are precious things xD As I'm low level, only have one high level sentry. I must think carefully from now on, since the time it takes to upgrade will be very crippling indeed. But i must admit, I'm in no rush to get to higher levels xD things get really tricky xD It is already hard to get (and protect) the resorces to evolve what I want.
So, I studied the behavior of the kraken with black nodes. Apparently it simply does not follow the attack priorities, but yes its own set of rules. Also there seems to be a "default" selection and it allways follows the same path. And with this in mind, I find it hard to test the highest firewall or highest priority cases, because it could be that it is respecting this rules or it could be that the "default" path just happened to be that one. To test these, two players would have to set and modify the network specificaly to test each point.
Link priority is used as a deciding factor when two identical nodes are connected.
For example, if a Scanner has two identical level 7 Turrets connected to it, the Attack Priority will select the Turret that the player/network owner "linked/connected" to the Scanner first. This allows network designers to predict which way a Beam Cannon will go, even when identical nodes are used.
That's a great screenshot. :) The Kraken does indeed have a set path, although it was previously thought that this path was created through a selection similar to attack priorities, with regards to the firewall values of the targets and the perceived threat (such as choosing a Turret over a Code gate, regardless of firewall value for example.)
Your original screenshot does indeed rule out Wraithed nodes as being a factor. While the Uranium Factory screenshot does imply that antivirus status isn't a factor, this may be due to the "default path" being created when the Kraken is initially installed, which happened when both nodes are white and the Sentry antivirus didn't exist on either node at the time the Kraken is installed.
The original attack priority tests were made using the method you described. :) Kraken testing however, must not have been a part of that. ;)
Oh, ok, indeed link priority can only be tested with someone. I've started this game just a few days ago, and since it has been arround for a while, honestly, I'm amazed that kraken wasn't "studied" before. Unfortunatly I do not know anyone in the game to follow up on this study, sorry.
Regarding the "default path", when I took the last screenshot (3 of the second image) I waited for the node to get full black, only then installed the kraken, so, i dont think the "default path" is selected when kraken is installed, but rather it's built in the network.
If I can provide any further details or tests I will. Thank you
Thanks for the info regarding waiting for the AV to fully install.
In hindsight, it would make sense that the network has a pre-defined path laid out for a Kraken, especially since it is known that the path remains the same - it wouldn't make too much sense to have to "walk the path" first and then force the Kraken to take the same steps if something changes. Easiest game design option would indeed be for the Kraken know the path beforehand. :D
I've made a preliminary adjustment to the Kraken page based on both previous and current information, but any further details/test results would be very much appreciated. Thank you too. :)
The long term plan is usually to force the attacker to spend more programs than they wish to, to progress though your network. Connecting a Guardian to a Code Gate can certain extend the life of a Gate, but it can equally extend the life of any node. If the attacker was going to use a Battering Ram regardless, you've essentially let them use the same high power weapon on both the Guardian and the Gate, and it's not costing them anything extra.
Connecting it to a relatively low level Code Gate that they didn't think they needed to Ram however, and now you've created an additional point where *not* using a Ram takes a lot longer than expected, and will buy you far more than the additional 3.5 seconds the attacker requires for an additional Ram blast in the scenario above. Give attackers as many ways as possible to make a mistake ;)
As you mention, at higher levels this won't work so well. Not only can Beams do well against low level Gates, but there's more program space for additional Wraiths and Rams.
Code Gates are still a viable target mid-game. Essentially, you want Guardian shields to proc as many times as possible to get the most out of it. Attaching it to a Code Gate is a sure fire way to get a least 2 additional shields out of it. :)
I tried to calculate some math about the black Ice and scanner choke vs protector, but, which is better? Turret and scanner choke w/ sentry vs protector or black ice and scanner choke w/ sentry vs protector , correct my calculations if I'm wrong:
3x Black Ice lvl 21
damage per blast in 6.5 sec: 889
1x Sentry lvl 21
Damage/ node in 6.5 sec: 851.5
1x Scanner lvl 1
Buffer size: 10,640
Regen in 6.5 sec: 4842.5
Total damage per 6.5 sec: 5221.5
Deducted from regen: 379/6.5 sec= ~58/sec
Time to fully destroy protector: ~183 secs
Since black ice needs 6.5 seconds to fire, I made all the equation equal 6.5 seconds by n* 6.5. And on the last 2 equation, convert it back to per second, so n/6.5. Is it correct?
It's a bit off. While I understand your reasoning for 6.5 seconds, this allows regeneration to be taken into account when damage hasn't happened yet, and also doesn't take into account subsequent Black ICE damage that happens every 3.5 seconds. Consider the following instead:
Level 21 Protector regenerates 744.8 per second.
For the first 6.5 seconds, it's just 3xSentry damage = 393 per second. On it's own, a level 21 protector will last indefinitely.
Once the Black ICE starts hitting, it's 3xBlack ICE + 3xSentry damage = 1155 damage per second. The damage will spike, with the Black ICE dealing 2667 damage and the antivirus hitting for 1375.5, while the protector recovers 2606.8 every 3.5 second cycle. (1435.7 / 3.5 = 410.2 per second)
Damage per second is 1155 - 744.8 = 410.2
As the Protector has a Buffer of 10640, it would take ~26 seconds.
In reality, since the Sentry isn't capable of capturing on its own due to Protector regeneration, it takes the Black ICE hits to push over the threshold. The Black ICE hits would occur at the 27.5 second mark.
Level 21 Protector regenerates 744.8 per second.
Not counting the 0.5 seconds it takes for a Turrets to target, the damage is 3xTurret + 3xSentry = 828 per second.
Net damage per second is 828 - 744.8 = 83.2 damage per second
As the Protector has a Buffer of 10640, it would take ~128 seconds.
There's a small amount of rounding on the wiki. Protector regen is 10640 * 0.07 per second. There's a possibility that the game rounds up too, but decimal places were used above to keep things as accurate as possible. 745 works just as well :)
Black ICE can kick out some serious damage to big Protectors, as long as you can buy them the time they require.
Its not so much a case of "easily destroyed" as "forcing a player to consume more". Most things can be destroyed with enough Shockers. If you're having to use 6 Shockers on a single node, plus attack programs that are replaced, you're forcing players to spend 40+ library space on a single point of your network - that's huge!
Point for point, Scanners make better chokes than Guardians.
I'll try to max shockers. ;) They also provide time on installation of some huge viruses on higher levels. Well, that's what I saw. But, what if the shocker was played, lets say it can stun for 12 seconds, then you installed a blaster, will the blaster's attack add up to the stun duration or will they both play at the same time,meaning that the blaster's stun won't add up to the shocker's?
My understanding is that there's a slight difference in Blaster and Shocker stuns and their interaction with passing on Sentry antivirus, which is why they have different statistics - Disable and Freeze.
Because of this, I don't believe the effects stack. I'd love to see a video that says otherwise however!
Is it better to use shocker & protector as a stronghold combo than ice wall & protector? Because at higher levels, you would need more than one ice wall, and that too upgraded to at least level 7. But even a low level shocker can buy you the six seconds you need for a protector. So which is more cost effective on choke points?
Not usually, although it depends on your current ICE Wall/Shocker costs and where you're looking for efficiency. Shockers are usually more efficient for saving B-coins, but ICE Walls are definitely more efficient when looking to reduce downtime between hacks due to their quicker compiling speed.
With lower level ICE Walls, it's very easy to consume 2 programs towards mid-game as Sentry power ramps up. In these cases it becomes a case of which you value the most, compile time or b-coins. Practically, using Shocker also has a lower learning curve, but note that a 6 second Shocker won't always do the job - some networks find a way to refocus your beams, causing them to take longer to re-target the initial node.
At higher levels, ICE Wall is a clear winner as Shocker and Wall b-coin costs become very similar, and a single wall is all that is required in the vast majority of cases.
My account in hackers have been overlapped, I can connect to google play but not on facebook? Can you help me? Thanks. My username is Cross, level 36 (well, the level of my 2nd account, the one who overlapped my level 25, Cross, account) Hope it helps locate my account! :D
You have a Level 36 network which is connected to Google. You also have a Level 25 network which is connected to Google on a different email, and is also connected to Facebook. You want to disconnect the Facebook account from your Level 25 and add it to your Level 36 .. this right?
If so, go to your Level 25 network, and to World Map > Settings > Facebook:Connected. Clicking that should disconnect you and say Facebook:Connect. You should then be able to go to your Level 36 network and connect it form the same World Map > Settings menu.
But, when I uninstalled the game I only connected the level 25 network to google, and when I just remembered on level 30, it was too late to connect it to my facebook account, which is pretty sad... :(
When recovering a network, it's not possible to restore a network that isn't connected in some way.
If you still have access to your original network on any of your devices, it'll still be possible to detach FB from one and attach it to the other. If it's not possible for you to log back in to your original network however, it's not possible to recover it as there's no information on that network to send back to you. :(
Thanks, amigo! Sorry for the late reply, do the developers have an email account or sort of any communication device so that I can tell them any report going wrong about the game? So far, the overlapped account is the only thing I encountered. It was fun talking to you, thanks for the help! :D
If you've somehow managed to get 2 different networks on the same email address, there's a decent chance that the second network has overwritten the first one. Since it was connected at some point though, there's a chance it'll be able to be restored at least. :)
The address to send it to is email@example.com - send a message there, and they'll check to see if your network exists first, and if so, explain a way to recover it.
If a text is showing in red, that means that the link is pointing to a page that doesn't exist.
- If any link shows in red, please check that the link is pointing to the correct page.
- As all article pages that are required for the game have already been created, there is no need to make a new page for any article. If you're looking for a specific link, all of the links for Turkish pages can be found at the bottom of the page here.
I've reverted your changes to the FrontPage-Turkish template, as other pages are dependent on them. Most pages are named in the same way as in-game, to help players transition from the game to here. If you wish to have the text say something different than the link then use:
[[The link that is used|The text that is displayed]]
to display the correct text. For example:
[[Hackleme Bağlantı|Hackleme Devresi]]
If an article must be renamed, please communicate that with me, as there will be more than just the pagename to change to have things working correctly.
Also, there is only a single set of images on the wiki, as there is no need for a renamed image for every language. For example, there is no "B-Coin Madeni" image, as it's the same icon as the B-Coin Mine.png image :)
I did see the Bitxoin error though ;) That was due to the source info saying Bitxoin. :P As above, since 1 change results in numerous dependencies being affected, I've renamed the Bitxoin page to Bitcoin, as well as changed the Front Page, Node and Flag templates to point to the correct page. I've also deleted the duplicate page that was created.
I've gone to great lengths to create most things that are needed for every language, and am currently in the process of updating all the pages with the latest information. (So far, all the nodes are complete and ready for translation, and the programs are in progress.) If there's anything I can help out with, leave me a message and I'll get back to you as soon as possible. :)
The link to it is here: http://discord.me/hackersmobile - or if that one has expired, there's one on the main page. They also ask for a screenshot of your network to show you play the game (as there's a decent number of people looking for "Hackers" for other reasons :D)