Difference between revisions of "Hunters"

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Hunters are attack ships sent by the (infected) [[Federation]] to destroy the [[Daedalus]]. They will come at you relentlessly, and it's up to you and the rest of the crew to get rid of them.
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Hunters are attack ships sent by the infected Federation to destroy the Daedalus. They will come at you relentlessly. Be prepared.  
  
== Fighting the hunters ==
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They will be announced when they appear, and their numbers (but not their types) will be shown on the '''Alert Bar'''.
  
=== Patrol Ships ===
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New waves of hunters will not arrive on cycles 2 or 3.
  
Patrol ships are the most effective way to deal with the hunter threat. These are small piloted fighters with powerful cannons that can take out hunters with ease, should you know how to fly one.
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Each new wave will take 1 cycle to adjust, after which they will fire at the Daedalus at the end of every cycle for a random amount of damage (~2 on average, including hit chances). They may also fire at patrol craft, or even at each other (after researching [[Research#Meridon_Scrambler|Meridon Scrambler]]), but mostly target the Daedalus.
  
There are three patrol ships in both Alpha Bay and Bravo Bay, and one patrol ship in Alpha Bay 2 (along with the [[Pasiphae]]). They are initially locked, stopping anyone without the [[File:Pilot.png]][[Pilot]] [[skill]] from flying them, but a NERON Admin can unlock the ships from the [[Nexus]].
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To get rid of them, you either have to kill them, or move the Daedalus to avoid/delay them.
  
To use a patrol ship, go to one of the bays and take off (costs 2 [[File:Pa_slot1.png]]). Be careful, if you are not a [[File:Pilot.png]]Pilot there are large odds of causing accidents when taking off or landing. Once launched, you can shoot your ship's weapon, accuracy depending on whether you have the Pilot skill or not (80% for pilots, ??% for non-pilots). Each miss will increase the accuracy of the next shot, so you will eventually hit something for 3-6 damage. A patrol ship has 10 shots before it has to dock and reload.
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{{Note|Hunters catching up to the Deadalus right after moving are announced again, but will resume firing at the end of the cycle as they are not new. Watch the numbers to judge whether new ones have appeared along with the expected followers, because they will wait.}}
  
Flying a patrol ship is not without risks. When a hunter fires, it has a chance to hit you instead, dealing its damage to your ship and also damaging you for 1 [[File:Lp.png]]. A patrol ship has 10 durability points, and once this reaches 0 the ship will explode, effectively removing you from existence. A [[File:Pilot.png]]Pilot can affect how often they are hit by spending 1 [[File:Pa_slot1.png]] to change flying stance.
 
* Stance: Bait - Every shot from an enemy is almost guaranteed to hit you instead. This will effectively protect the Daedalus, but keeping this up for even one cycle could mean your downfall.
 
* Stance: Neutral - Standard flight stance. Offers no benefit or downside. Everyone flying a ship starts out in this stance.
 
* Stance: Retreat - You will no longer be hit by hunters, but you cannot fire back either. Perfect if you run out of ammo/action points and there are still plenty of hunters alive.
 
  
Lastly, if the Daedalus jumps between planets while you are in a ship, you will be left behind, effectively killing you. Coordination is key.
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== Fighting the Hunters ==
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Generally you should ''select'' the Hunter you want to aim at before firing, to avoid spreading out your damage or hitting a [[Trading|Transporter]] by accident. Also the display shows them in a specific order from oldest to newest (up to 17, but always at least one of every type present), so all things being equal you usually want to gun for the old ones in the top right corner first.
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 +
 
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[[Image:Hunter Order.jpg]]
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 +
 
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=== Patrol Ships ===
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{{Main|Piloting}}
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Patrollers, when used with enough {{AP}}, are by far the '''most effective''' way to kill hunters. You will have a hard time if you have no characters with {{Skill|Pilot}} skills.
 +
 
  
 
=== Ship Turrets ===
 
=== Ship Turrets ===
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{{Main|Turret}}
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 +
You can enter any of the 6 turrets and fire at the hunters, but they are considerably less effective than patrol ships. It costs 1 {{AP}} to fire, with only 30% base accuracy to hit, and low base damage. Being a {{skill|Shooter}} helps, but only a {{skill|Gunner}} can really use them efficiently.
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== Moving the Daedalus ==
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You may move the Daedalus to try and outrun the hunters. This will delay '''~50%''' of the standard hunters for a while (more with [[NERON Projects|Trail Minimizer]]), escape from all asteroids, and all d1000 cubes. Only Trax cannot be shaken this way, and have to be fought when they appear (as do Aracks, so you can move in the first place).
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While the Deadalus is moving, even the Hunters that follow you to the destination do not inflict damage that cycle, unless they are Trax.
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{{Caution|To be confirmed: The standard Hunters that lose your trail will reappear at a later point in time.}}
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 +
This means that a ship with an active {{Title|Commander}} could in theory avoid damage indefinitely, as long as it has [[Resources#Fuel|Fuel]] to move and is able to take care of Aracks and Trax. In practice, however, moving mostly serves to break up large hunter waves into more manageable bits, or delay them to be dealt with at more opportune times.
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On longer voyages, shooting Aracks/Trax and then moving at least once in this way should be the #1 response to hunter/asteroid/cube waves, mostly to get rid of the asteroids and cubes. Keep in mind, however, that the standard hunters have to be fought eventually.
  
There are six turrets located on the Daedalus: Two in the front, next to the bridge, two in the middle, connected to the front ship bays, and two in the rear, connected to the engine room. Arranged visually from top to bottom in a column: Rear Bravo, Center Bravo, Front Bravo, Rear Alpha, Center Alpha, Front Alpha. You can enter these turrets and fire back at the hunters, albeit with low accuracy, 40% base to hit. Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.
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{{Note|The distance or direction of movement does not affect the result.}}
  
 
== List of Hunters ==
 
== List of Hunters ==
Line 28: Line 49:
 
! scope="col"| Day
 
! scope="col"| Day
 
! scope="col"|  
 
! scope="col"|  
! scope="col"|
 
! scope="col"| Enemy
 
 
! scope="col"| Strength
 
! scope="col"| Strength
 +
! scope="col"| Enemy
 
! scope="col"| Damage
 
! scope="col"| Damage
 
! scope="col"| Details
 
! scope="col"| Details
 
|-
 
|-
| 1
+
| 1+
 
| [[Image:hunter.png]]
 
| [[Image:hunter.png]]
 
| [[Image:hunter-display.png]]
 
| [[Image:hunter-display.png]]
 
| '''Hunter'''
 
| '''Hunter'''
| 6
+
| 1-3  
| 1-3
+
|  
| Standard Hunter
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* Standard Hunter.
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* 50% of standard hunters will follow when you run. This is reduced by 25% with [[NERON_Projects|Trail Minimizer]], but it's unclear whether it reduces it to 25% of the original count, or by a relative 25% (to 37.5%).
 
|-
 
|-
| 5
+
| 5+
 
| [[Image:trax.png]]
 
| [[Image:trax.png]]
 
| [[Image:trax-display.png]]
 
| [[Image:trax-display.png]]
 
| '''Trax'''
 
| '''Trax'''
| 10
+
| 1-3
| ?
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|  
| Cannot be outrun and will follow the Daedalus when moving.
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* Cannot be outrun. Trax will always follow the Daedalus, and even fire while it moves. Not affected by Trail Minimizer.
 
|-
 
|-
| 5
+
| 5+
 
| [[Image:arack.png]]
 
| [[Image:arack.png]]
 
| [[Image:arack-display.png]]
 
| [[Image:arack-display.png]]
 
| '''Arack'''
 
| '''Arack'''
| 6
 
 
| ?
 
| ?
| Prevents the Daedalus from moving. (Does not apply to [[PILGRED]] enabled travel to [[Sol]] or [[Eden]].)
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|  
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* Prevents the Daedalus from moving. (Does not apply to [[PILGRED Reactor]] - you can still [[Ending the Game|jump to Sol or Eden]].)
 
|-
 
|-
| 5
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| 5+
 
| [[Image:asteroid.png]]
 
| [[Image:asteroid.png]]
 
| [[Image:asteroid-display.png]]
 
| [[Image:asteroid-display.png]]
 
| '''Asteroid'''
 
| '''Asteroid'''
| 20
 
 
| ≤20
 
| ≤20
| Does not follow the Daedalus.<br><br>Will collide with Daedalus 6 cycles after it initially appears and will cause as much damage as strength that it has left.<br><br>Asteroids will ignore the plasma shield.
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|  
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* Will collide with Daedalus 6 cycles after it initially appears (5 cycles if they appear after the Daedalus moves) and will cause as much damage as strength that it has left.
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** Asteroids will ignore the plasma shield.
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* Does not follow the Daedalus. You should simply move away from them.  
 
|-
 
|-
| 10
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| 10+
 
| [[Image:d1000.png]]
 
| [[Image:d1000.png]]
 
| [[Image:d1000-display.png]]
 
| [[Image:d1000-display.png]]
 
| '''d1000'''
 
| '''d1000'''
| 30
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| 1-? x3
| ? x3
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|  
| Does not follow the Daedalus.<br><br>Attacks the Daedalus 3 times per cycle.
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* Attacks the Daedalus 3 times per cycle.
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* Does not follow the Daedalus. You should simply move away from them.
 
|-
 
|-
 
|}
 
|}
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[[Category:Gameplay]]

Latest revision as of 18:08, 18 July 2019

Hunters are attack ships sent by the infected Federation to destroy the Daedalus. They will come at you relentlessly. Be prepared.

They will be announced when they appear, and their numbers (but not their types) will be shown on the Alert Bar.

New waves of hunters will not arrive on cycles 2 or 3.

Each new wave will take 1 cycle to adjust, after which they will fire at the Daedalus at the end of every cycle for a random amount of damage (~2 on average, including hit chances). They may also fire at patrol craft, or even at each other (after researching Meridon Scrambler), but mostly target the Daedalus.

To get rid of them, you either have to kill them, or move the Daedalus to avoid/delay them.

Icon Note: Hunters catching up to the Deadalus right after moving are announced again, but will resume firing at the end of the cycle as they are not new. Watch the numbers to judge whether new ones have appeared along with the expected followers, because they will wait.


Fighting the Hunters

Generally you should select the Hunter you want to aim at before firing, to avoid spreading out your damage or hitting a Transporter by accident. Also the display shows them in a specific order from oldest to newest (up to 17, but always at least one of every type present), so all things being equal you usually want to gun for the old ones in the top right corner first.


Hunter Order.jpg


Patrol Ships

More info Main article: Piloting.

Patrollers, when used with enough Action Point, are by far the most effective way to kill hunters. You will have a hard time if you have no characters with Icon Pilot skills.


Ship Turrets

More info Main article: Turret.

You can enter any of the 6 turrets and fire at the hunters, but they are considerably less effective than patrol ships. It costs 1 Action Point to fire, with only 30% base accuracy to hit, and low base damage. Being a Icon Shooter helps, but only a Icon Gunner can really use them efficiently.

Moving the Daedalus

You may move the Daedalus to try and outrun the hunters. This will delay ~50% of the standard hunters for a while (more with Trail Minimizer), escape from all asteroids, and all d1000 cubes. Only Trax cannot be shaken this way, and have to be fought when they appear (as do Aracks, so you can move in the first place).

While the Deadalus is moving, even the Hunters that follow you to the destination do not inflict damage that cycle, unless they are Trax.

Cautionicon.png To be confirmed: The standard Hunters that lose your trail will reappear at a later point in time.

This means that a ship with an active Icon Commander could in theory avoid damage indefinitely, as long as it has Fuel to move and is able to take care of Aracks and Trax. In practice, however, moving mostly serves to break up large hunter waves into more manageable bits, or delay them to be dealt with at more opportune times.

On longer voyages, shooting Aracks/Trax and then moving at least once in this way should be the #1 response to hunter/asteroid/cube waves, mostly to get rid of the asteroids and cubes. Keep in mind, however, that the standard hunters have to be fought eventually.

Icon Note: The distance or direction of movement does not affect the result.

List of Hunters

Day Strength Enemy Damage Details
1+ Hunter.png Hunter-display.png Hunter 1-3
  • Standard Hunter.
  • 50% of standard hunters will follow when you run. This is reduced by 25% with Trail Minimizer, but it's unclear whether it reduces it to 25% of the original count, or by a relative 25% (to 37.5%).
5+ Trax.png Trax-display.png Trax 1-3
  • Cannot be outrun. Trax will always follow the Daedalus, and even fire while it moves. Not affected by Trail Minimizer.
5+ Arack.png Arack-display.png Arack  ?
5+ Asteroid.png Asteroid-display.png Asteroid ≤20
  • Will collide with Daedalus 6 cycles after it initially appears (5 cycles if they appear after the Daedalus moves) and will cause as much damage as strength that it has left.
    • Asteroids will ignore the plasma shield.
  • Does not follow the Daedalus. You should simply move away from them.
10+ D1000.png D1000-display.png d1000 1-? x3
  • Attacks the Daedalus 3 times per cycle.
  • Does not follow the Daedalus. You should simply move away from them.