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. Be prepared.  
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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.  
  
They will be announced when they appear, and their numbers (but not their types) will be shown on the Alert bar.<br>
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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'''.
Each new wave will take 1 cycle to adjust, after which they will fire at the Daedalus at the end of each cycle for a random amount of damage (~2 on average, including hit chances). They may also fire at partol craft, or even at each other (with the Meridon Scrambler [[research]]), but mostly target the Deadalus.
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To get rid of them, you either have to kill them, or move the Daedalus to outrun them.
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New waves of hunters will not arrive on cycles 2 or 3.
  
{{Note|Old Hunters catching up to the Deadalus after movement will be announced again, but they will resume firing at the end of that cycle. Watch their numbers to decide whether new ones have appeared along with them, because those will wait.}}
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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.
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To get rid of them, you either have to kill them, or move the Daedalus to avoid/delay them.
 +
 
 +
{{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.}}
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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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[[Image:Hunter Order.jpg]]
  
== Fighting the hunters ==
 
  
 
=== Patrol Ships ===
 
=== Patrol Ships ===
Patrol ships, when flown by pilots with enough :pa:, are by far the most effective way to fight hunters. You will have a hard time if you have no characters with {{Skill|Pilot}} skills. See [[Piloting]] for details.
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{{Main|Piloting}}
  
=== Ship Turrets ===
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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.
You can enter these turrets and fire at the hunters, but they are ineffective. It costs 1 {{AP}} to fire, with only 30% base accuracy to hit, and low base damage. {{todo|Minimum 2. Maximum 4?}}
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Their efficiency can be improved with an {{Item|Invertebrate Shell}} for double damage, and accuracy boosts like the [[Vending_Machine#Projects|Targeting Assist]] project, but mostly they should only be used to finish off already wounded hunters, or numbers too small to warrant taking off for (1-2).
 
  
Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.
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=== Ship Turrets ===
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{{Main|Turret}}
  
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.
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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.
  
 
== Moving the Daedalus ==
 
== Moving the Daedalus ==
You may simply move the Daedalus to outrun the hunters. Some hunters and asteroids will not follow, some will.
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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).
  
While the Deadalus is moving, Hunters cannot fire at it unless they are Trax. (The others are left behind, and may only reappear afterwards.) This means a ship with an active {{Title|Commander}} could theoretically avoid damage for as long as it has fuel, and is able to take care of Aracks and Trax.
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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.}}  
  
On longer voyages, moving at least once in this way should be the #1 method of dealing with larger hunter/asteroid/cube waves, as shooting them all down will become increasingly taxing and ineffective compared with the ability to halve their numbers.
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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.  
  
 
{{Note|The distance or direction of movement does not affect the result.}}
 
{{Note|The distance or direction of movement does not affect the result.}}
  
 
== List of Hunters ==
 
== List of Hunters ==
"Follow" means the percentage of the number of hunters which will follow the Daedalus after moving. For those which not followed or got overrun, you have got rid of them and essentially clear the threat.
 
Hunters can also miss instead of doing damage at all!  It is entirely possible for a group of 7 hunters to do 0 damage, for example.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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! scope="col"| Day
 
! scope="col"| Day
 
! scope="col"|  
 
! scope="col"|  
! scope="col"|
 
! scope="col"| Enemy
 
 
! scope="col"| Strength
 
! scope="col"| Strength
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! scope="col"| Enemy
 
! scope="col"| Damage
 
! scope="col"| Damage
 
! scope="col"| Details
 
! scope="col"| Details
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| [[Image:hunter-display.png]]
 
| [[Image:hunter-display.png]]
 
| '''Hunter'''
 
| '''Hunter'''
| 6
 
 
| 1-3  
 
| 1-3  
 
|  
 
|  
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| [[Image:trax-display.png]]
 
| [[Image:trax-display.png]]
 
| '''Trax'''
 
| '''Trax'''
| 10
 
 
| 1-3
 
| 1-3
 
|  
 
|  
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| [[Image:arack-display.png]]
 
| [[Image:arack-display.png]]
 
| '''Arack'''
 
| '''Arack'''
| 6
 
 
| ?
 
| ?
 
|  
 
|  
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| [[Image:asteroid-display.png]]
 
| [[Image:asteroid-display.png]]
 
| '''Asteroid'''
 
| '''Asteroid'''
| 20
 
 
| ≤20
 
| ≤20
 
|  
 
|  
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| [[Image:d1000-display.png]]
 
| [[Image:d1000-display.png]]
 
| '''d1000'''
 
| '''d1000'''
| 30
 
 
| 1-? x3
 
| 1-? x3
 
|  
 
|  
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|}
 
|}
  
[[Category:Gameplay]] [[Category:Hua]] [[Category:Roland]]
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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.