I remember corp being particularly problematic for me when I was starting out, it seemed the runner had the upper hand all of the time and there was nothing the corp could do and it was indeed a frustrating experience. One of the coolest things about Netrunner is that it is an asymmetric card game, but this does mean that players have to be aware that the corp and runner have quite different play-styles when it comes to approaching the game.
My biggest ever Corp mistake, not putting ICE on R&D against a shaper (double index'd for no ICE and multiple stolen agendas). Very generally, corp turn one should be putting ICE on HQ and R&D and playing a money card (but of course in everything Netrunner, this isn't golden and depends on the situation and/or options available).
The first thing to sort out is money, ensure that you have sufficient money cards (Hedge Fund, PADs, Campaigns if that is your thing) to keep you comfortable. Without money your options become limited, and a corp without options means the Runner can take advantage.
Second, look to the cost of a lot of your ICE, ideally it should be distributed across type, and strength but importantly you have to have a mix of cheap and expensive. Too many cheap and not enough expensive means you will likely be able to rez it all, but it isn't going to be all that efficient to get through, alternatively too much expensive ICE and the ICE you can rez will hurt but you can run out of resources and therefore options.
Thirdly, don't expect the runner to run on your traps, ever. If you are pinning all your hopes on the runner doing something daft (like accessing a 4 token Project Junebug) chances are they will not and all those resources go to waste. However, the flip side to this goes to the heart of what makes corp fun and entertaining to play - forcing the runner to make decisions, none of which are good (and mixing things up so that what they thought was good turns out not to be). So play out PAD campaigns into remote severs, at 4 to trash they will be unlikely to go for it, but then every so often perhaps drop a Snare! down instead (if they are too comfortable with running and trashing your asset economy). Also here it can be very important to play each card in a similar way to prevent the runner for working out when you have played something important or a bluff. Agenda's going into a remote don't have to be advanced straight away (they might be a trap or just a throwaway asset/upgrade), make the Runner wonder what it is and feel they have to run to check it out.
Fourthly, its all in the timing. While it would be nice to sit behind massive ICE walls and just deny the Runner any form of access, chances are this takes a long time to set up and even then after acquiring enough money the runner will be able to break into whatever server they desire even if it covered by 6 nasty pieces of ICE. But unless their economy is crazy chances are they cannot do this every turn, so make them use resources to get to something they think is important and in the window of opportunity when they are low/out of resources that is when you can try and score agendas.
Lastly, one of the (possibly) important things to consider is having suitable tag punishment in the deck. If the runner feels that you cannot do anything to them when tagged they won't waste the resources (time and money) clearing the tags. Whereas if they think you will burn their house down as soon as a tag is floating those tags (and along with them some of their resources) will disappear pretty quick.
A side note on HB bioroid ICE, it is a bit of a strange beast, and allowing the runner to click through it when you just need them stopped can be really annoying. But the point of this ICE is to be taxing and provide the runner with options. A click or credits to break through bioroid X? Being the only protection of a server, particularly early can be problematic, but if by the late game the Runner has spent 20+ clicks breaking through your ICE for few benefits, that's 20 clicks they didn't spend on doing more useful things like actually deploying ICE breakers or playing events. For example Eli 1.0 is an excellent little bioroid barrier (two EtR subroutines) means that it is quite taxing for most breakers to get through and costs half a runners turn to click through. Yes being the only piece of ICE on a sever offers little protection early, but once they start getting stacked with other ICE, the Runner can't click through them all (even if they did, baiting into a trap or non-critical asset becomes more useful as they spend an entire turn getting snared! or to see an Eve campaign).
Edited by Khouri, 11 July 2014 - 09:51 AM.