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[Issue 43] The Definitive Guide to: Hunter


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The Definitive Guide to: Hunter

ickcih.jpg

 

Description

 

Hunter is literally Tanki's most popular hull; every tanker has it, though perhaps many un-upgraded. Hunter is the lightest and weakest of the medium hulls, but makes up for this gap with its superior agility. In terms of profile, it is one of the taller hulls, but also rather short; thus, Hunter proves to only be an average sized target in enemy gun sights. As would be expected, its weight lies between that of Hornet and Viking, which unfortunately leaves it rather unstable in the face of enemy fire.

 

 

Mobility

 

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Driving this hull proves to be at worst… interesting. At best, it can be a very pleasurable experience. Analogous to Hornet, Hunter experiences some degree of drift during high speed maneuvers, though it is less pronounced. Even so, it is necessary to take some actions to prevent Hunter from repeatedly nudging walls and obstacles and impeding movement.

 

  • For one, it is vital to adjust for drift when turning. If you’re trying to make a 90 degree turn, start the turn slightly before reaching the desired ramp or path. If you’re traveling fast, the rear of the hull will swing out relative to the front, so that you’ll be aligned with the ramp. If you turn too late, the rear of the hull will still do the same thing, except it will likely hit a wall or slide off the side of the ramp – never a pleasant situation.

 

  • Be careful when traveling on the edge of a ramp or path, or a thin bridge (such as the overhead ones in Arena). While certain hulls, such as Viking, can traverse these paths with part of the hull suspended over space, Hunter fails to perform this sufficiently. I find that once on the edge, Hunter has an unfortunate tendency to turn towards the edge in a manner such that you fall off and flip, even when no turn is being inputted. If driving on an edge, it would be recommended to steer in the opposite direction while going forward, or simply taking a less precarious route. It is also possible to use your turret’s recoil to correct the turning tendency.

 

A certain contradictory character mentioned that Hunter sometimes handles like a box. I find this to be the most true when leaping a cliff with Hunter; it feels hopelessly top-heavy. If you fail to gain sufficient speed while jumping off the edge, it is almost certain that you’ll flip unless you employ turret recoil.

 

  • A key method of avoiding ending up upside down after jumping is to rotate your hull while in the air. Thanks to Tanki’s convoluted set of physics, rotating your hull leaves it almost level while in the air. However, this is less effective on short jumps, and most visible on long falls (for example, Madness is an excellent map for practicing this).

 

  • After jumping an edge, your hull is inevitably pointed downwards, and its angle of attack, left unchecked, only steepens with time (unless it was a ramp pointing up, which is somewhat rare). Perhaps it’s just me, but I find that with Hunter, this occurs at a higher rate. Avoid this by firing your turret, unless you’re using Firebird, Freeze, or Isida, in which case you’d have to just rotate your hull and pray.

 

Combat

 

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A medium hull pairs well with most turrets. Unfortunately, its lack of weight makes it relatively easy for enemy fire to impair your aim, particularly with high precision turrets such as Thunder, Railgun, or Shaft. Even friendly Twins fire can disrupt your aim, which I was unfortunately enough to have experienced. Considering these fallacies, it is vital to learn how to practice hit-and-run, as well as correcting your aim after it is thrown off.

 

Hit-and-run is a rather basic concept; simply shoot, hide behind an obstacle, and reemerge to fire again once you’ve reloaded. As Hunter is rear-mounted, with a turret closer to the back of the hull, it is better to do this while driving backwards, which minimizes exposure.

 

Correcting your aim rapidly takes a bit of luck; you must need to anticipate in which direction you’ll be knocked towards. Particularly with Railgun, try to maximise the time between when you are struck by enemy fire and when you discharge your shot, without delaying too much after you’ve reloaded.

 

It is important that you minimize the exposure of your hull corners; shots that impact there cause the hull itself to swivel, significantly affecting your aim. When confronting an enemy, direct the front of your hull in a manner such that it is perpendicular to the direction of their turret, so that maximal rotation is necessary to aim their turret at Hunter’s corners. Also, stay on the move while firing; although your aim may require slight adjustments, it is better than being struck in the corner and missing entirely - doing so, it is far more difficult for your opponent to land a shot on the corner of your hull.

 

Final Word

 

It’s not for everyone, and it’ll produce some frustrations, but Hunter is an excellent hull that anyone should try out beyond those first moments as a Recruit. At the very least, have it in your thoughts as you plan your next purchase.

 

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Gigantic thanks to sonofchrysalis3 for the first three pictures :D

Edited by Hexed
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I find hunter to be a good hull. It is my main hull, and only m3. It can be good for golds, mainly if your back is up against a wall and you are getting pushed from the front by a viking. The front acts like a wedge and you get pushed up. Otherwise, if you are not in the pile, you will stay out of the pile most likely, unless you climb on top of it, which is pretty easy as hunter has a lot of climbing power.

 

Also, considering the fact I got m3 hunter twice, I really like it. I never had it m1, got it m2 in the earliest version of the firewall kit as I had heard fire was good. Used it ever since.

Edited by pwhite
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hunter is probably one of the most underrated hulls in tanki online's history. although it's the only hull that can show the control skills of tankers. hunter is an offensive hull. not a defensive one. so it's best not to stay put when playing with it. it also needs the quick reactions that you need with hornet and that shooting accuracy you need with viking. so it's pretty much most suitable with railgun and smoky. hunter has everything a professional tanker needs. the speed. the armor. the agility. the weight that a tanker needs to face any kind of threat or become one. and my advice to tankers about hunter is. you need to spend a lot more time playing with hunter to get more experience with hornet and viking at the same time

Edited by DHAM_FX
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GJ :)

Just add some tips :3

 

===

When maneuvering to avoid enemy fire or gonna lot do turning, make sure u set camera on top. Better to see where to go. And see the face of ur hull, is it going hit wall/enemy? or not?

When u gonna straight, make sure u set camera on back. Better to see some enemy, or route to cap/take flag.

 

Really make your hunter driving performance increase greatly :)

===

 

Well, to master hunter, u need to use it everyday. U will know how to effectively use it naturally.

Its not hard, but yeah, need to adapt.

Edited by AliceTreatPU
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"Every tanker has it" yeaaaaaaaaaaaaaaaaaah... no  :lol:

Actually, "every tanker has it" is true. EVERYONE starts out with Hunter when an account is first made. Therefore, everybody has Hunter, but some people just choose not to upgrade/use it.

Edited by Roadrunner15
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i think tanki should change and modify the way the hunter looks

Because a honet look a streamlined and agile

a wasp looks small which shows that it is rapid

but a hunter looks 2 blocky therefore implies that it is doesn't look agile or very quick

this doesn't mean that the hunter isn't agile or fast the appearance of the hunter will suggest to tanki player that it isn't worth using it

as a tanker for tanki i am played tanki for 3-4 yrs an i havn't tried it for the last 6 months in any way

this could because i hav it m0

however i tried it in test sever and the hunter agility at m2 is awesome and fanstatic

so in all the article has inspired to get hunter in the future

but if tanki refines the way ot looks it will not only be rapid it will also feel & look fast

Good luck

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Actually, "every tanker has it" is true. EVERYONE starts out with Hunter when an account is first made. Therefore, everybody has Hunter, but some people just choose not to upgrade/use it.

If you just have M0 then it counts as you not having it, since its the default tank.  :huh:

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If you just have M0 then it counts as you not having it, since its the default tank.  :huh:

Didn't people in the very, very old versions of Tanki start with wasp and smoky?

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yeah keep talking keep talking . i can't find a nastier way to make people stay away from upgrading hunter , other than this piece of article . and then you mention viking so they go to viking . viking has same weaknesses in jumps and flipping , and we all know when viking weight is not in balance it's over it's flipped , hunter can stay on it's side and it's hard to flip it . get hunter m3 and then talk . and learn to drive . only noobs find it hard to drive or adjust aim when at fire . hunter is faster and more manuverable than viking , it's wieght and power are decent enough . it's the best hull at m3 because of it's round stats , deal with it .

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i use this hull at M1 as my main with my M2 Isida.

its really great.

i switched to it after M1 Hornet, as it has way more HP than hornet can ever have at any level, and doesnt lose too much mobility

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