Metroid Prime Hunters/Samus: Difference between revisions

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(Adding info on Morph Balls and Missiles to make easier reading for beginners)
 
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==Strategy==
==Strategy==
*The most effective strategy with Samus, is to either annihilate enemy hunters with her homing missiles, or roll into '''Morph Ball''' and zip around the arena speed boosting, dropping bombs and wreaking havoc.
*The most effective strategy with Samus is to either annihilate enemy hunters with her homing missiles, or roll into '''Morph Ball''' and zip around the arena speed boosting, dropping bombs and wreaking havoc.
*To get hunters hiding behind narrow walls, charge a missile by holding the left shoulder button for a prolonged period. Then shoot a little to the left or right. It can curve into them, and then at least the splash damage will hurt them.
*To get hunters hiding behind narrow walls, charge a missile by holding the left shoulder button for a prolonged period. Then shoot a little to the left or right. It can curve into them, and then at least the splash damage will hurt them.
*One advantage she has is she can get away quickly, while laying bombs. Now you can stop people from chasing you, and can get to health.
*One advantage she has is she can get away quickly, while laying bombs. Now you can stop people from chasing you, and can get to health.
*You can boost into people, and then lay three bombs, doing a fairly easy 68 damage. Or you can boost, lay a bomb. Boost, lay a bomb. Boost, etc. without running out of bombs.
*You can boost into people, and then lay three bombs, doing a fairly easy 68 damage. Or you can boost, lay a bomb. Boost, lay a bomb. Boost, etc. without running out of bombs.
*Though thought to be weak, her Morph Balls and missiles can be anywhere from annoying to devastating.
*Though thought to be weak, her Morph Ball and missiles can be anywhere from annoying to devastating.
*If you have elevation, missiles work even better.
*If you have elevation, missiles work even better.
*Shooting charged missiles from springs like the one in Alinos Perch, gives you a great angle and means it's very hard to dodge them.
*Shooting charged missiles from springs like the one in Alinos Perch, gives you a great angle and means it's very hard to dodge them.
*The Morphball is stopped by heights. If your opponent is on higher ground, give up trying to get them, go get health and ammo and when they come down attack them.
*The Morph ball is stopped by heights. If your opponent is on higher ground, give up trying to get them, go get health and ammo and when they come down attack them.
*If you are running for health at insane speeds, remember your opponent has chance to refresh their health, ammo & even get extra weapons. If you do have to run for health, remember to be prepared to be forced into running again after your trip. Also, remember the zoomed Imperialist deals 72 damage to the Morphball. Even at your speed, if you have less than 72 health '''do not''' go into the open unless you know there aren't any Imperialists in the stage.
*If you are running for health at insane speeds, remember your opponent has chance to refresh their health, ammo & even get extra weapons. If you do have to run for health, remember to be prepared to be forced into running again after your trip. Also, remember the zoomed Imperialist deals 72 damage to the Morph Ball. Even at your speed, if you have less than 72 health '''do not''' go into the open unless you know there aren't any Imperialists in the stage.
*The missile launcher's homing is effective at medium-long ranges, but are not at extremely long ranges (e.g. in Alinos Gateway where when fired from the top of the 'pyramid' to the ground, missiles are often inaccurate) even with higher ground
*The missile launcher's homing is effective at medium-long ranges, but are not at extremely long ranges (e.g. in Alinos Gateway where when fired from the top of the 'pyramid' to the ground, missiles are often inaccurate) even with higher ground
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