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But what about situations where there is a matching *.*.*.3 as an example, as it only looks to see if there is a .3 in the ending, that heads in but now can't make it back out causing packet loss
use more filters?
Filteres only filter from one direction. You can just set a an extra filter to "From 0 if MATCH *.*.*.* SEND BACK"
As far as i know packets don't have TTL outside of subnetworks. At least doesn't show it.
https://steamcommunity.com/app/2286390/discussions/0/4031347532797614253/
I think we should be able to strict set filters. still wouldn't really change subnet filtering.
Apparently if the packet gets routed to one of the "military base" endpoints, then the military droids will go stop the hacker. But I never bothered with this, because I understand that if you do this, the hacker will just go to a different endpoint and you'll have to keep dealing with him. I just let him take over an endpoint permanently and filtered out all the packets that come out of the endpoint.
This doesn't completely automate the process, but it significantly reduces harm and if set up correctly, will automate the shutdown of hackers.
Still currently testing but I read that it's possible to get rid of them and keep them away since they mainly only appear after each mainframe is connected. Taking that into consideration and noticing there was an increase after a mainframe is connected I watched and took out hackers until now where the map has no more red for a while now. Gonna keep an eye on it and work on the network, but so far I think there's a certain quantity of hackers you'll get through out the game based mainly on mainframes cleaned. Then, I think the game just adds a certain quantity of hackers to go through sporadically through out your playthrough until that queue is cleared.