This is a very basic thread to help out new player hunters and monsters get the hang of their roles and weapons. We’ll try to keep it short but informative so it’ll be more like a quick tip reference. Hope this helps you better grasp your tool kits!
V = Variations of hunters/monsters already in the roster.
(Special thanks to Pyro for the in-game shots.)
Class Skill: All Trappers are equipped with a planet scanner that reveals the monster’s location for a short period of time. This also gives the trapper a short burst of speed. Use it both to find the monster and also in combat to get out of a pinch.Try to anticipate where the monster is headed so you can cut them off and be the first to throw the dome, but be careful that your team is not too far away from you when you do. Also, hit that “Q” button ping to let your teammates know where you saw the monster, it’s tracks, or possibly heard it. The ping is your friend, especially for non-talkative teams. Inform your team if you are going for a cut-off move and let them know to stay on course as you branch off. It can also be helpful to say the direction the monster is heading to your team.
Basic weapon. Used best between trap placements and in short, controlled bursts…especially on fast monsters.
Daisy the trapjaw. She sniffs out the monster and heads directly for it, also granting everyone within a certain radius to her a slight speed boost. She will lead you on the shortest path to the monster and will indicate with a red icon above her head if she sees it. When a teammate is incapped she will attempt to revive them by licking them. If Lazarus is on the team she will not go to revive unless Lazarus has fallen.
You get 3 harpoon traps you fire into the ground. These will stop the monster in their tracks and they will have to swipe them directly to snap them off. Often a great way to prevent their mobility and limit their abilities. Place them on the edges of cliff faces and in prime locations on the battlefield where the monster is fighting. Do not place them too close together and try to have some on the ground and some up high, especially for flying Krakens. Fire your main weapon between placing traps. Also good to use for escaping, holding the monster back from their pursuit while you run away.
Basic weapon. It deals good damage. Used best while in the dome fight, fired in controlled bursts.
Tethers you directly to the monster. This is the best way you can slow the monster from escaping. Fire your harpoon and snag it to slow it down and make it waste traversals. It must turn around and swipe the cable to break it, buying your team time to catch up. Also good to use when the monster climbs, since it often prevents them from doing so. Keep your feet on the ground while harpooning and move backwards once you catch it. When you see the monster turn to swipe, break the cable off yourself so you can reload another harpoon quicker.
You get 3 sound spikes which pick up the sound of the monster and show you it’s location within a set radius. These give you a bearing on the monster’s location and visibly tracks them while within the radius if the monster isn’t sneaking. You can still see a monster sneaking if it’s close enough to the spike, however. Try to place spikes in multiple locations so you cover the largest area of the map possible, especially in key areas the monster will most likely have to traverse. Pay attention to the radius of a spike and don’t put them too close together. Ideally you want the radius of the sound spikes to almost overlap but not do so. Place in safe locations because both the monster and wildlife can attack the spikes and take them out. If you see a spike go down where the monster just was, you know the monster probably took it down so head over there. You can also see the monster’s location and direction it’s heading on your map so use this wisely.
Basic weapon. The faster you shoot, the wider the spread of bullets so you may miss your target unless you’re very close to it. If you shoot slower, you deal more damage and more bullets are likely to hit their mark.
You get 3 of these. They will slow the monster’s mobility, especially Wraith, and cause them to have to use traversals/abilities to escape the area of effect. This makes them burn through their kit faster. Throw the grenades around the battlefield both high up and low, and often, and shoot between throws. Also good to use outside of the dome when the monster is trying to escape. Toss them out ahead of the monster’s path when possible. You can sometimes use this tactic to herd the monster in the direction you want it to head.
Tracking Dart Pistol:
Dart every wildlife you see when you’re running in search of the monster, especially meals they tend to love most like striders and mammoth birds…elite wildlife and larger prey as well. When the monster eats one of the animals you darted, it will swallow the dart and be tracked for a time. Also, when you see the monster itself, dart it, especially right when the dome drops and it rushes to escape.
Kinetic Long Rifle:
Basic weapon. This deals damage to the monster, as per usual weapons, but if you charge the shot first by holding down your trigger, you will deal damage through the monster’s armor and directly into its health pool. Monsters that take significant health damage will try to restore their armor by channeling or feeding, but Crow can shoot past that armor. Use this to your advantage! It’s best to charge your shots on monsters low on health bars but high on armor. Shoot normally if monsters are high on both.
This gun is murder on monsters trying to escape and deal damage in the dome. It slows their mobility for a time and forces them to burn through traversals or abilities to move and fight. If you charge the shot first the effect will last longer on the monster and is best used when a monster is trying to run away after the dome drops, or to slow it when you see it off in the distance so you can catch up quicker and toss out the dome.
Gobi is another set of eyes, but from above. If you think a monster is trying to juke or hide, throw out Gobi into the direction you think the monster is heading. He flies straight ahead a certain distance and will pinpoint the monster’s location if it sees it. You can use this to your advantage while hunting in conjunction with your trapper sat. ping for best results. If you completely have lost the monster’s trail and you don’t have your ping off cooldown yet, throw Gobi into the opposite direction you’re running. Sometimes he will see a monster trying to work its way around and behind you.
Basic Weapon. Deals good damage in combat.
This beam of energy literally prevents the monster from advancing when they go to use traversals or abilities. It often wastes their ability so try to hit the monster with it when they go in for an attack on teammates or directly on your face. If the beam is green, you are preventing them from moving and using the beam correctly. If it is white, you are not quite preventing them so re-position yourself or try to bend the beam to get it green. Best used as soon as you’re able, all the time, but especially for protecting medics from blows. Note that the beam only stops the monsters, not things they throw like rocks, banshee balls, or fire. Used from above you can even push Krakens to the ground.
This is a spike you stick in the ground which sends out a laser beam in successive wide arcs. If they hit any animals they will register. A monster that gets hit will take damage and also get tracked for a while. Since it does take a nice amount of damage it can be used like a weapon while within the dome so don’t be afraid to pop it down during the fighting. Also helpful for monsters able to juke while within domes and stop them from armor channeling. As soon as the dome drops, or just beforehand, try to get one down so the monster will get tracked. If you feel that the monster is close but don’t have your trapper sat. ping off cooldown, pop this down so you can prevent juking/hiding.
(V) Wasteland Maggie -
Basic Weapon. Deals damage with afterburn effects. Best used in short, controlled bursts when monsters are fast.
You get one harpoon trap but it will snag the monster from farther away and deal burn damage. Place your harpoon and focus on firing your pistol. As soon as your harpoon snags, get ready to put another one down when the monster swipes free of it. Since you only get one harpoon, try to place it directly on the outskirts of combat so the monster can’t destroy it before it can go off. Placing it on a cliff edge is usually best or just as the base of a cliff the monster is currently on. Keep shooting until you need another harpoon.
Daisy with some literal fire. On top of her usual tracking prowess at being able to pinpoint where a monster is and take the shortest path to it…she wears a flamethrower on her back. When a monster is in close enough proximity to her the flamethrower will burn the monster. Combat Daisy will also lick to revive teammates but will not do so if Lazarus is on the team. If Lazarus falls she will go to revive the team, burning the monster if it tries to prevent it. Daisy has a knack for running towards monsters that pounce teammates, burning them as they do so. The combat trapjaw does not grant a bonus to your movement speed if you are in proximity to her.
(V) Electro Griffin -
The Laser Storm:
Basic Weapon. This SMG will slow the movement of anything it touches, so you will want to fire in-between using your harpoon in battle. It doesn’t do a lot of damage but the slows are very effective, although short-lived. You will need to keep up the pressure by swapping often to your harpoon.
The Final Lockdown:
This harpoon gun will damage and restrain the monster at the same time. It fires at very short range so this is not much of a pursuit-stopper in terms of an escaping monster. It’s predominant use is in preventing a monster from climbing, using traversals, and stopping abilities mid-way while within a dome engagement. Keep your harpoon in for as long as possible, since it deals a lot of damage. Always try to be behind the monster slowing, and harpoon when you believe it will be using an ability or chasing the medic up a wall.
These sounds spikes have a very small radius, so they are best placed in key choke point locations or within a dome to prevent a monster from hiding and armor channeling.