Difference between revisions of "Hunters"

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(List of Hunters: d1000 damage)
(Fighting the hunters)
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=== Patrol Ships ===
 
=== Patrol Ships ===
  
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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Patrol ships are the most effective way to deal with the hunter threat. See [[Piloting]].
 
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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 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, 40% 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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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.
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* 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.
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* Stance: Neutral - Standard flight stance. Offers no benefit or downside. Everyone flying a ship starts out in this stance.
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* 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.
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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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=== Ship Turrets ===
 
=== Ship Turrets ===

Revision as of 16:06, 18 December 2013

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.

Fighting the hunters

Patrol Ships

Patrol ships are the most effective way to deal with the hunter threat. See Piloting.

Ship Turrets

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, 30% base to hit, 1 AP to fire. Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.

List of Hunters

Day Enemy Strength Damage Details
1 Hunter.png Hunter-display.png Hunter 6 1-3 Standard Hunter
5 Trax.png Trax-display.png Trax 10  ? Cannot be outrun and will follow the Daedalus when moving.
5 Arack.png Arack-display.png Arack 6  ? Prevents the Daedalus from moving. (Does not apply to PILGRED enabled travel to Sol or Eden.)
5 Asteroid.png Asteroid-display.png Asteroid 20 ≤20 Does not follow the Daedalus.

Will collide with Daedalus 6 cycles after it initially appears and will cause as much damage as strength that it has left.

Asteroids will ignore the plasma shield.
10 D1000.png D1000-display.png d1000 30 1-? x3 Does not follow the Daedalus.

Attacks the Daedalus 3 times per cycle.