Recent posts by spower on Kongregate

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Topic: Kongregate Multiplayer Games / [Vorp!] A tip to get more players

last “game” update (bug fixes or anything that wasn’t monetization related like releasing a new ship) happened the first week of November. It’s the first week of April at time of this post. Endgames hasn’t patched / bugfixed / implemented suggestions for 5 months now. The game is currently being played by 20-30 of the same people daily, most of which play on alt accounts, or feed accounts. The rest are players just trying to get their Kong badges, innocently walking into a game that was plainly not meant for them at this point.

This game is, indeed, abandoned. I hear your heartbreak and your despair. Many veterans that you see in the leaderboards have gotten there many months before you just have.

I’m not even sure if ENDGames is still in business. Their website is abandoned, with no activity. The devs on twitter are on to other things, never mentioning the game.

Oh well. RIP Vorp, eh?

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Topic: Kongregate Multiplayer Games / [Vorp!] Referral Program

I’m tired of seeing people blame the ‘pros’ or the user base for the games’ failures. At badge time, this game was left alone – perhaps as an experiment or by design – to see if more players would solve match making issues.

More players didn’t solve match making issues.

The game is inherently flawed in its pairing system. That is the reason why people left. New players have no business playing with pros in their first couple of matches. New players shouldn’t ever play with pros if they don’t demonstrate a sufficient level of skills, which can be calculated by the amount of achievements they’ve accrued and matches they’ve won.

No, the game didn’t flounder because the community ruined it. The game has failed because the devs tried to build a match making system that has not worked, and they didn’t have the resources (time / money / people) to attempt to fix it when it mattered.

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Topic: Kongregate Multiplayer Games / [Vorp!] End Games

they were on maybe two weeks ago in chat. The short version is:

A) we know there are issues.
B) we’re working on some other stuff right now
C) this game barely pays for itself. spend money if you can
D) we’re going to focus on Vorp at some future time, but for now, our hands are full because we need to put some money on the table through other means/plans.

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Topic: Kongregate Multiplayer Games / [Vorp!] An idea about drones.

Sounds like the AirMech purchase system.

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Topic: Kongregate Multiplayer Games / [Vorp!] [List of challenge] Vorp Cup II ended

congrats, Never :)

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Topic: Kongregate Multiplayer Games / [Vorp!] [List of challenge] Vorp Cup II ended

Ant challenge complete:

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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp Cup II Ant Challenge

Done. Here it is:


It was a crappy team. :(

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Topic: Kongregate Multiplayer Games / [Vorp!] Ant Rant...

jerry, wrong. the effect that this has had is to double offense, making bases go down even more quickly. now, ant can’t do things alone as before. instead, it brings along a clank and wrecks a base. I just had an eight minute match a few games ago.

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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics

post / report here, Darth. I want all ships covered.

I’m working on an Offensive Strat guide as well.

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Topic: Kongregate Multiplayer Games / [Vorp!] Glitch update

+1. seeing same thing

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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics

@xtac: Thanks for feedeback! Changed to reflect batteries instead of emits. Also, batteries drop 200 :)

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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics

yeah i need everyone to write up the guides

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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics







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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics






SS is the most awesome enterprise class ship that is suitable for any task including defense.
The most heroic action, as any man familiar with the good book knows, is to be able to heal the sick and raise the dead, and you my apostle have the power to lay hands on and heal your friends, and this is where your initial upgrade effort goes. 33231122555444. Shields are for wimps, superhero SS pilots have little need of them.
With its high energy capacity, all loadouts are spammable. Just get in to the middle of the battle cloud and hold down keys ZXC for all loadouts and you’ll do some combination of hitting enemies and healing friendlies, and move around enough to avoid mines, flames, nukes, omen spheres and such, and try and avoid spamming afterburner while derping and bouncing around off the walls.
while it is has underrated damage skills initially, you can safely farm drones and go for Drone Wars and Atom Hound awards and level up and have a surprisingly powerful SS. Just don’t go far out of the base to farm drones or you’ll typically get farmed and contribute a load of atoms to enemy upgrades. Just remember, while you are farming drones, your friends that are actually valiantly in battle, and getting killed because you aren’t up healing them, or any other semi-productive attack or defense activity, while they are waiting to respawn will be watching you circling drones and be yelling profanely at you to quit Vorp forever.
Live long and prosper. If you are really derpy, and you’re on a laptop it probably means your CPU is close to overtemp, and speedstep is clocking it back to cool it off. When you see this it means quit playing Vorp for a while, and applies whether you are in an SS or other ship, but I just note that due to spamable loadouts and seeking/indirect fire weapons with not much aiming effort, SS is a little easier to play on slow derpy puter than most of the other ships.

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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics




-Aim well, the BFG isn’t very spammable like most primary loadouts. Best to learn how the enemy moves then aim where they’re most likely be, even if you miss, the explosion should at least register some damage.
-While it has powerful high damage skills, the slowness (dps & movement) will often be your downfall if you get in too deep.
-While it rocks in creating suppressive firepower, and killing 1-2 ships per skirmish, it’s most often well-suited to defend. Not saying that you should always play defensively, but given the amount of ANT/Clank combos around, a well-placed nuke will screw them up badly.
-Talking about the nuke. Learning when to use it as well how to aim it for maximum effect is an important factor in a lot of skirmishes. Best used in the middle of fights when they’re too distracted to notice. Also, if you’re using Deep Scan, it’s great for plotting out where the attacks are coming from and where they’re going so you can position yourself. From there, toss a nuke when they go round a corner and catch them.
-Pack mines are extremely important to Dreadnaught, given that enemies that get too close are Dreadnaught’s primary weakness. Best used in tight spots or near walls. One trick is to ram a ship and then drop the mines.
-Minigun is also nice to deal some extra damage, but it takes a while to hit enemies (given that the damage per shot is low and that you’re too slow to move around).


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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics


There are a few ships that excel at defending structures, and others at killing them. We’ll take a look at a few of them, what makes them so good, and strategies to maximize your defense with them or against them:


Iron Wolf is easily one of the best defensive ships in the game. It’s amazing at protecting structures and players, because of its shield (also known as Territory Defense) and its laser beam (also known as Alpha Cannons).

As defense, the first thing you should do is level each of those loadouts. I recommend the order 2,4,2,4,4,2 (if you find you need better shields early) or 2,4,2,4,2,4. Anything after this is up to personal preference, although I personally like to level Iron Wolf (5) first to get more energy before getting into torps, and lastly Claw. Some have said that claw is great, but I’ve had mixed results.

The most important thing to do with Iron Wolf is to shield shield shield. You should CONSTANTLY have shield up around structures, or in the line of fire of ships. Remember that shield doesn’t just protect a structure, but it can neutralize Drone Hunter (so shield your big capital ships), it can stop craw and ant torpedos, and can also protect your team from Undu’s timewarp (BunBun notes that this is untrue, it doesn’t protect against Undu slow).

Great Iron Wolf ships run to the defense of ships or structures, prioritizing them intelligently, quickly dropping a shield to provide relief for dying ships.




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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics


Placeholder. tl;dr – stay around the core. Don’t fucking leave it! ever. unless you’re being asked to by someone who knows what they’re doing. More to come on this.


Thankfully, you’ll often not be the only one defending your base. By making sure that everyone knows the key defense positions, my favorite strategy to use is splitting defense between areas 2+3 and 4+5. With two defenders, I’ll ask one to cover 2+3 once the front gate goes down, while the other maintain a forward stance, ready to quickly fall back to 4+5 if there’s any sign of enemy threat. Usually, the defender with Deep Scan should cover 4+5, so that they have advanced notice whenever sneaky ants and other ships try to infiltrate from the right side. A jabber or craw is ideal for this position.

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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics


Left Depot position has you standing at the entrance to your back left shield.

This position gives you easy access to your shield, scares ants and clanks trying to backdoor and gives you quick access to your depot if you get overwhelmed. Camping this position usually doesn’t last long, because by now, the enemy will be frustrated by your defense and will attempt to hit shields / turrets in position 4 or five. Nevertheless, this is the most strategic area to be in once your front shield and front emitter are down.


This position becomes less attractive when the enemy begins to attack the right side of your base. In fact, if you suspect that they’re doing so (or deep scan tells you), then you should immediately head to Right Shield, and alternate between it and Back Door or Left Depot as you see fit.


Backdoor is an important position to go to in the early game when devious ants, undus and clank attempt to backdoor you, and in the end game, when you have only a few shields and the back emitter left.

If you it’s early in the game and you notice a blip on your radar going towards the back of your base, YOU MUST afterburn to this position as quickly as you can in order to preserve your back emitter.

It’s wise to stay here and camp this position if your emitter is up, but you still have one or two healthy shields in the back right / left. This position gives you the most amount of coverage and flexibility, should the enemy chose to attack your emitter or your remaining shields.


You should really only leave this position if your back emitter gets killed, and you still have remaining shields in your base. If this is the case, move towards the position closest to your remaining shields. Most of the time, this will mean that you’ll head towards Right Shield position and stay there until it’s time to defend your core.


Right Shield is the one most often used in end games, and the most critical one.

The most important thing to remember when in Right Shield position is NOT to run off and fight enemies in non-strategic places in the base. The enemy will do everything they can to lure you away from this position so that another enemy can come in and destroy a structure.

Your job is to scare enemies away, frustrating them while your team kills the enemy base.

You should never leave this position if it’s the end game and you have no other structures that are intact.

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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics


There are five basic defensive positions that you should assume if this is your task in a match. The more experienced you are, the faster and more intelligently you will go from one position to another. Where you should be depends on which structures are being attacked. Here are the positions on the minimap:


Center position is the most common one players tend to go to when they think of defense. This is the first defensive position you should take when starting a match.

Center position gives you many benefits. You’re close to your depot and can easily run to defend the left shield if necessary. You can roam left and right close to your own walls to detect enemies trying to infiltrate your bases on the side. It can also “force” the game to be played in the middle by quickly neutralizing an enemies ability to enter your base. This position should be held as long as possible in the opening of a match, and you should stay there as long as the enemy isn’t attacking other parts of your base and your front gate is still up.


Once your front gate is down, this position becomes much less attractive. If your front gate is down, 90% of the time, enemies will try and force their way into your base to do two things: either kill your left turret or kill your front emitter. You won’t know which until they try it. The problem with being all the way in front is that you’ll be forced to chase an enemy back to your front emitter or (even worse), all the way to the left turret if they attack there first.

Generally speaking, once your own front gate is down, the good defender will let the PVP noobs and base killers control the upper center while he will drift back to roam around Position 2 – “Left Shield / Emitter”.


The left shield position is one of the most strategic places that the defender can place himself. The goal of this position is to remain idle waiting for enemies in the left circle (2) while roaming to the right circle area if opponents are heavily attacking the front emitter.

The advantages of this position is obvious. You can easily switch back and forth between defending the front left shield / turret, detecting enemy ships if they try to backdoor, while staying very close to the center to protect your front emitter.


This position becomes less attractive once your front left turret and front emitter are destroyed. If this is the case, you’ll need to make a decision based on where the enemy is attacking. If the enemy is heavily attempting to infiltrate the right side of your base, then you should immediately head towards Right Shield position. However, it’ll be much more common that the enemy try and kill your back left shield or backdoor you at this point. In both cases you should head to Left Depot position.

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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics

The position of your shield batteries & shield turrets are as follows:

Killing a shield turret has no impact on core shields. Killing a shield battery reduces the amount of core shields by 200 energy.. Each time this happens is very bad for your team.

The front left shield (1) will often be the one attacked first. This will probably be followed by an attack on the back left turret (2) of your base. Then, it may be followed up by an attack on the back right turret (3). The front right turret (4) is usually attacked last since it is so close to your depot, although this will not always be the case.


Emitters and flame turrest control how quickly your core shields drain every 3 seconds.

There are two sets of sets of two shield emitter flame turrets + shield emitters. They can be found here:

When both shield emitters are healthy and up, your core shields go down by 1 point every three seconds. With one shield emitter down, your core shields go down by 3 points every three seconds. With two shield emitters down, your core shields go down by 5 points every three seconds.

When your front emitter turrets or shield are being attacked, this is known as a front door. When your back shield turrets are being attacked (but the shield itself is being left alone), this is known as a halfdoor. When your back emitter is being attacked, this is known as a backdoor.


A unique turret stands in the back of your base, and shoots flames at an enemy ship heading to your core. Here’s how it looks like and where it is located on your map:

Though not high priority defense structure, this turret acts as an early-warning system – a radar – showing you the position of incoming enemies coming from the left side of your base. This is especially useful when your core is vulnerable and you need to determine where the enemy is intending to attacking from.


Your core turrets and your core sit at the back of your base.

When your core is vulnerable, it has 5000 health points. The enemy’s goal is to get your core down from 5000 to 0. The flame and missile turrets can be very good in helping you defeat incoming enemies as they circle your core attempting to kill it.

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Topic: Kongregate Multiplayer Games / [Vorp!] Vorp! Advanced Defense Tactics

Too many times, I’ve asked players to defend, only to be greeted by silence or complete failure on their part, resulting in a frustrating loss.

Vorp! is a team game, and if you don’t work as a team, you’ll lose, and be to blame because of it. In order to avoid having it happen to me over and over again, I want to teach you some basic and advanced defense tactics that will hopefully help you play better with me, and better in Vorp.


When defendinga base, your first priority is to make sure that your structures remain intact. Good defending does NOT mean killing as many ships as you possibly can. Enemies can sense this and will lure you into their base, away from strategic points that they’re interested in hitting. People forget so quickly that winning a match in Vorp is dependent on the base. Clever veterans will take advantage of kill-hungry PVP noobs by controlling where they fight, in order to get their win.

Often, I see many players in defensive ships do two things that lose a game for the team they’re in:

  1. Going offense / PVP when they’ve been repeatedly asked to go defense (esp. if they are in a ship that has very strong defensive capabilities like Iron Wolf, Dread, Craw and Undu)
  2. Believe that proper defense means killing ships / drones in the center area between both enemy bases, 100% of the time.
  3. Get lured away from holding strategic points only to lose the structure that they were defending.

It’s important that people playing Vorp! avoid making these mistakes over and over.


Good defense means having strong awareness of the Vorp! mini-map, and standing on or close to key points in your base that allow you to protect your structures from enemies. In other words:


You will often kill enemies to protect your structures, but killing enemies is ONLY a means to an end – protecting your structures. Managing to make an enemy retreat or teleport is almost as good as managing to kill one, and is ALWAYS better if you do so without losing coverage of your structures as a result.

The good defender will NEVER leave their position to give chase to an enemy in remote places, because they know that this is most likely a trap to either get the defender killed, or to have another infiltrator kill a structure.

The good defender knows that protecting the turrets is their most important priority, since those turrets help in defending enemies because of the damage they deal, and are the only measure of protection for the shield or emitter.

Therefore, the best defender knows that defending structures comes FIRST, and that killing anything is done in the name of making sure a structure remains intact.


If you intend on playing defensively ahead of time, the Deep Scan op is absolutely essential when trying to figure out where enemies are going to attack next. It helps you proactively move to the best position to frustrate them, giving your team tons of time to kill the enemy base.

I’ve used a combination of “Energy Cost” and “Damage Increase” for most ships when I play defensively, although “Damage Reduce” might be appropriate as well for certain styles of play.


There are 5 kinds of structures that you must worry about. Structures often negatively impact the amount of core shields you have in your base. This is what the core shield score looks like:

You can find this number at the top center of your screen when playing a match. When your core shields reach 0, your core becomes vulnerable for attack.


There are two gates in your base. They look like this:

They can be located here on your minimap:

When all three turrets attached to each gate goes down, the gate goes down. While it remains up, any ship that tries to go through the gate will be slowed, making it an easy target to be killed. Killing a gate has no impact on core shields. You gain or lose no core shield points if your gates are destroyed.

Your front gate protects access to your entire base. It will usually be the first thing to be contested in a match. Most of the time, either the right or left turret will get attacked first. The center turret will usually be attacked once both right and left turret are down. Sometimes, a team will attack it second, but it will rarely (if ever) be targeted first.

The middle gate is useless. From a defensive standpoint, if an enemy is attacking it and you are strategically placed, they are giving you a free kill, because they’re spending energy on a structure that has very, very little strategical significance. If you are not in a critical defensive position, anyone attacking the middle gate should be dispatched quickly / easily.


There are four of these in your base and they look like this:

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Topic: Kongregate Multiplayer Games / [Vorp!] [For DEV]

Unity is a well known game engine just like BigWorld, CryEngine, Unreal, Source, Gamebryo and others. Unity3d’s value prop is its portability across platforms. The reason why you see it on Kong is because it has the ability to integrate within websites (it can even do mobile, and console too).

I think you can develop for Unity3d free (just go to and download it). I think a full license is $1500.

I looked briefly. I don’t think there’s a native french port.

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Topic: Kongregate Multiplayer Games / [Vorp!] Some different game modes, perhaps?

devs stopped putting out updates for this game 2 months ago. matchmaking needs to be fixed first.

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Topic: Kongregate Multiplayer Games / [Vorp!] Devs: If you have one thing to work on in the next 3 months for vorp, do this

Devs, are you reading this? :)

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Topic: Kongregate Multiplayer Games / [Vorp!] Devs: Nerf Kamehas ASAP please

Craw is great. It’s super fun. But fire-and-forget of Kamehas is WAY too OP. It’s insane that a missile like Ant’s missile hits 2-3x harder, and yet, requires no aiming at all.