Trapper | Hunters Evolve Guide
Last update: 11 May 2016
Maggie
Maggie is the first Trapper available in the game. This character is quite unusual, because she also has a pet - Daisy, which tracks the Monster all the time.
Usually, you follow the Monster's trails, but when you have Daisy in the team, you should stay close to it all the time. It doesn't use the trails to track the enemy down, but relies on its smell, leading you straight to the beast. When Daisy stops running and starts sniffing, it means that the Monster is very close. This is also suggested by the yellow monster icon. If, however, Daisy stops and the icon does not appear over her head, this means that she has lost track of the monster. In such a situation, you need to walk around for as long, as she finds the trail again. During fights, Daisy attempts restoring fallen allies.
The Mobile Arena is the only way to prevent the monster from running away for longer period. You have to be careful when setting up the arena, because there is a risk that you place it in the wrong place and the monster will run away. If you do not entrap the monster, it is necessary that you remove it (hold down the appropriate button), because otherwise you will entrap your allies and you will not be able to continue the chase, for as long as the barrier is up.
Machine Pistol is Maggie's only weapon that deals damage. The longer you shoot, the worse the accuracy. It is better to shoot using short bursts.
Harpoons are very useful if you want to stun the enemy. They work perfectly with Hank's Orbital Barrage. The Monster can cut a rope with one hit, so it is good to shoot them from different sides. This way, one swing may not be enough to cut all the ropes.
Equipment
Machine Pistol
- Good damage
- Medium range
Harpoon Mine Launcher
- Stuns the Monster if it gets too close
Daisy
- Tracks the Monster even without the trails
- Helps knocked down team members
- Cooperates well with Cabbot
Mobile Arena
- The only gadget that completely prevents the Monster from escaping
- Long cooldown
- Disappears when the Trapper is killed or after some time
Griffin
Griffin is the second Trapper that you unlock, as a result of maxing out on all of Maggie's skills. His tracking system is much different from the one in his predecessor. This Trapper uses motion detectors for tracking monsters. It may be problematic at the beginning of the game. If the monster starts off sneaking without leaving any tracks, and he gets outside of the boundaries of the first deployed detector, the Hunters may go astray. Remember to set the first Sound Spike right after you land, after the game starts; the monster may be within range.
On the other hand, when Griffin sets all five devices, the monster will have problems losing Hunters. It is a good idea to employ a scheme in setting the devices. For example,, it is a good idea to set them in a straight line, in the middle of the map, to know where to look for the monster, or within greater distances of each other, all around the map. It is not a good idea to leave larger stretches of land outside of the detector's range, because this is not too effective.
Harpoon Gun is useful especially if the monster wants to escape. While he is escaping, simply fire at his back and, as long as he is within reach, he will be slowed down. It is useless during the battle because, as soon as you get hit, the connection breaks and you need to reload. Also, it is always useful to be behind the back of the monster. When he is charging at your allies, you can use the harpoon to slow him down. Do not use it if the monster is charging at you, because this does nothing.
Weaponry
Gauss SMG
- Medium damage
- Medium range
Harpoon Gun
- Slows down the monster for as long as it does not take damage, or stays within range
- Needs to be reloaded manually (Griffin does not reload it until you press R)
Sound Spike
- Detects monsters within range
- The detection range of each device can be looked up on the map
- Detectors can be destroyed both by the nearby wildlife and the monster.
Mobile Arena
- The only gadget that makes it completely impossible for the monster to escape
- Long reload times
- It disappears as soon as the Trapper is killed, or after some time
Abe
Abe is the last Trapper available in the game. His approach to tracking monsters is different from that of Maggie and Griffin. For that, he uses a special dart gun. He simply needs to shoot at the monster, for him to become visible on the map, and the screen, for quite a long time. Additionally, you can use the gun to tag local wildlife. If the monster devours the marked animal, he becomes marked himself. Give it a try and the monster may prey on the animal. Also, it is a good idea to use it, with the monster enclosed in the arena, but it soon disappears.
Abe's another weapon are stasis grenades. There is no cooldown time on them and you can keep throwing them without limits. They heavily slow the monster down and makes it difficult for him to escape. It is best to use them with the mobile arena about to disappear, to slow him down for as long as possible.
Abe's only weapon is a shotgun of high rate of fire. It deals medium damage, but it is really fast. Still, you need to be careful with it, because the higher the rate of fire, the wider the spread, which makes it more difficult to get the monster. Sometimes, it is better to stop firing for a moment to have the reticule return to normal.
Weaponry
Custom Shotgun
- Medium damage
- Low range
- High rate of fire
Tracking Dart Pistol
- After it connects, it tags the monster for a long time
- If the monster eats the marked animal, he becomes marked himself
Stasis Grenade
- No cooldown times, they can be thrown incessantly
- Considerably slows down the opponent
Mobile Arena
- The only gadget that makes it completely impossible for the monster to escape
- Long cooldown times
- It disappears after the trapper is killed or, after some time