How To Kiomet
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- čas přidán 29. 05. 2024
- So I regularly hear people asking fundamental questions about Kiomet. I thought I would try to put as much information and knowledge as possible about the game into one video. This knowledge may be incomplete or based on flawed beliefs or opinions and I fully expect people to make corrections to that knowledge.
I want to emphasize that this is a demonstration of the way I play the game and my knowledge and assumptions about the game's mechanics. It's a meaty video and I've provided timestamps below if there's a certain part of the game that you want to learn about.
Timestamps:
00:00 Introduction
01:03 The Basics and Early Expansion
04:48 The Barracks and Armory
06:45 Importance of Troop Movement
11:38 Supply Lines
14:10 Shields and Damage
16:45 Why Infantry Are Bad
18:39 Supply Lines Expanded
25:23 Fighters, Bombers, and Helicopters
31:42 Supply Line Across Multiple Fronts
33:31 The King
34:53 Conclusion of The Basics
37:40 Radar, EWS, Satellite
43:25 All About Nukes
52:43 Why Towers Appear and Disappear
56:56 Headquarters and Bunkers
59:00 Artillery
01:07:37 EMP Launcher
01:11:22 Ramparts
01:13:13 Village/Town/City
01:17:00 Projectors
01:19:38 Using Projectors for Defense
01:24:24 Using Projects for Offense
01:31:10 Preparing an Offensive
01:37:35 Invading Another Player
01:45:30 Extra Info
01:52:48 Outsmarting Your Opponent
01:56:00 Conclusion - Hry
This is a great tutorial and there are not a lot of corrections/clarifications it would benefit from but, especially as I plan to link to this from the game, here are a few:
- Generally good advice is to leave your King in a Headquarters or Bunker to guard against nukes (as you say, it should ideally be away from your borders)
- I don't think you mentioned it but King gives a slight shield capacity increase to its tower
- 1:12:12 Rampart not only has a high shield capacity; it regenerates shield almost twice as fast as other towers. This makes it efficient at defending against most units (but, as you say, not nukes).
- Since you couldn't demonstrate alliances, note that successfully entering an alliance cancels your supply lines towards them. New supply lines donate instead of attacking.
- If you want to cancel supply lines in bulk, hold Shift + R when not selecting a tower to delete all supply lines on your screen (one by one).
- Avoid storing units in Nuke/Artillery/EMP since they cannot coexist with projectiles and will be eliminated.
Thanks for making this! ❤
There are some additional important aspects related to throughput that start mattering a lot when your empire grows and supply routes become the limiting factor of your logistics, not towers:
1. Since you can only have 8 forces (groups of units) on the same edge in the same direction at the same time, you must be careful to design your supply routes in a way that your units don't get deleted by the edge throughput limit on the way to their target. If you funnel all your unit supply into the same supply route, you will get very little offensive volume compared to what you put in. You must be aware of bottlenecks and split up supply routes accordingly to maintain a higher throughput than your enemy when supply routes collapse head-on. Separate supply routes cannot even have a single edge that overlaps, or else that will be the bottleneck that limits the throughput of both supply routes.
2. Combining different unit speeds on the same supply route is a bad idea. If you have lots of very slow units (tanks) together with very fast units (jets/bombers/helis) on the same supply route, then none of the fast units will arrive at their intended target because they will all get deleted by the edge throughput limit that is already being filled by an accumulation of slow tanks. The same is true for infantry and aerial units on the same supply route. It's better to use different supply routes for different unit speeds.
3. Unit speed matters for supply route throughput - more water will flow through a pipe with the same constant diameter if it flows faster. On a single supply route, you can deliver more damage on a target with a maximum throughput supply route that consists only of aerial units than one with infantry, which in turn deliver more damage than tanks. In the time that at most 8 tank forces can cross an edge, at most 16 infantry forces can cross it and at most 24 aerial units can cross it. This is why, despite the damage of a full tank force being 3*5 = 15 and that of an infantry force being 12, a supply route with a maximum throughput of infantry forces will deliver more damage on target than a supply route of tanks. Personally, this is why I just stick with infantry and downgrade all armories so that I have no units with slow speed polluting my supply routes.
Obviously, all of this is assuming that you are at the stage of the game where you can sustain maximum throughput supply routes with your towers. If you can't, then you can be less careful.
Congratulations! Just discovered you got this video linked from the game help page.
ahhhh yes. I needed a quick 2 hour into tutorial before I start playing. (ive been playing for a few months now and watched the entire 2 hours. if you play kiomet like me, you simply have no life :') Great vid btw
wdym no live how much de you play then lol
I always use shields on king. I also try to have the King in a place where there is one way to get him. If that makes sense
the ramppart uses 2 Barracks
Should you a game from start?
Please solve the problem of internet interruption as soon as possible because we play for hours, and when the Internet is cut off or slows down, we return to the zero zone, and this is illogical, although the idea of the game I liked
Sadly, I have no association with Softbear Games other than being an enthusiast for Kiomet. I know lots of folks are having that problem right now. It's happened to me as well. Your best bet would be to keep up with the development of the game on their Discord server and wait for a fix.
A week ago I noticed a bug in the code that destroys progress when the client automatically reconnects, even within the 30s timeout. It will be fixed next update, but a workaround is to manually refresh your page once while the game is still working. This increases the chances of saved progress on all future automatic reconnects within the same playthrough.
How do you get zombies
Zombies were removed from the game back in August. Devs have so far been rather cagey about whether they'll return in some way, shape, or form.
@@Leecros18 I hope they don't add them back they were so annoying.
@@ThinkTwice-nt8cg Good players are even more annoying than the zombies or anything else
🙈