From StrategyWiki, the video game walkthrough and strategy guide wiki
< Metroid Prime Hunters
Revision as of 14:08, 22 May 2009 by 74.166.95.229 (talk) (judicator is the third fastest moving weapon after the 2 instant ones)
Jump to navigation Jump to search

Power Beam

Power Beam
Max ammo Unlimited
Damage
  • Normal: 6
  • Headshot: 8
  • Charged: 36
  • Charged headshot: 48

Though the power Beam is nowhere near as powerful as any of the other weapons, it is stocked with unlimited ammo and can be charged for more powerful shots. While other weapons in multiplayer gives the player their kind of ammo, the power beam has a 50/50 chance of giving you either a small UA or a small Missile.

Missile Launcher

Missile Launcher
Max ammo 59
Damage
  • Normal: 32
  • Charged: 48
  • Splash: 24
  • Charged splash: 32

The Missile Launcher is Samus's affinity weapon. The explosive tipped missiles are a more powerful alternative to the power beam. When charged the missiles gain homing capabilities.

Volt Driver

Volt Driver
Max ammo 119
Damage
  • Normal: 14
  • Headshot: 21
  • Charged: 56
  • Charged splash: 1-56

The Volt Driver is capable of transforming energy from a planets magnetic field into waves of high voltage electricity. In battle this weapon has somewhat rapid fire. When used by Kanden, a charged shot of this weapon follows the nearest player and, when hit, distorts their vision, while sapping their energy.

Using the Volt Driver

  • Although it's a semi-automatic weapon, the Volt Driver has a fairly high potential rate of fire if you keep tapping the fire button.
  • Aim for the head. Although this technically counts for every weapon, the fast-moving and highly accurate uncharged Volt Driver shots make it relatively easy to consistently score repeated headshots and medium and close range.
  • When playing as Kanden, an effective strategy is to charge the weapon to distort the target's vision, and rapidly pump them full of uncharged Volt Driver shots while they're disoriented.

Magmaul

Magmaul
Max ammo 59
Damage
  • Normal: 32
  • Charged: 56
  • Charged/Spire: 48+Burn
  • Splash: 16
  • Charged splash: 28

The Magmaul's hydrogen core burns in temperatures in the thousands of degrees, allowing it to fire deadly blobs of superheated magma. When used by spire, a charged shot explodes upon contact and sets anyone aflame in it's wide blast radius, constantly burns them for a few seconds. A charged shot from the Magmaul is faster and more direct than a standard shot. The magmaul occasionally backfires, especially when being used while running.

Using the Magmaul

  • The Magmaul is can be a pretty effective weapon. When another hunter is coming straight at you, let fly. You must be careful that you do not let the projectiles bounce around and hit you.
  • When used by Spire, a charge shot from the Magmaul sets your foe on fire. Once you set your foe on fire, constantly lob more Magmaul shots at them to bring their energy own even faster.
  • The Magmaul is good at defeating alts.

Imperialist

Imperialist
Max ammo 29
Damage
  • Normal: 36
  • Headshot: 100
  • Scoped: 72
  • Scoped headshot: 200/1-hit KO

The Imperialist is a long-range sniping rifle, that fires a thin powerful laser that causes no recoil and minimal noise. The main problem with the weapon is that the length of its beam can betray the shooter's location. Trace can become invisible when he stands still, with the Imperialist equipped. A headshot with the Imperialist while it is in zoom mode is an instant kill. A regular zoomed shot deals 100 damage. A regular unzoomed deals much less. To zoom press R button or double-tap the icon on the touch screen. (Or if using right-handed non-stylus you can press Select button or double-tap the icon.)

Using the Imperialist

  • Due to the thin beam that the Imperialist fires, it is ineffective in close quarters. The best use of the Imperialist is from long range. Imperialist users may favor Trace. Due to the bonus of turning almost completely invisible whilst holding the Imperialist and standing still.
  • The best use of the Imperialist is to stand away from the main battle, ideally as Trace. You will want high ground, with cover for you. But a clear line of sight in necessary. Often the Imperialist can be found in such places. If you are playing as Trace, then stand still to become invisible. This will give you an element of surprise.
  • Sometimes the Imperialist can be useful in close quarters. When in close combat, zoom in with the Imperialist and aim at opposing hunter's heads. Using the Imperialist in this way, may take some practice, but it can be pretty effective.
  • When using the Imperialist on Wi-Fi, you have to be more precise, because of lag, you will often need to predict where your opponent will be in about 1 second because it takes time for the shot to reach your opponents DS.
  • Hiding around a corner, waiting for someone to come in, then getting a headshot is rather effective against Biped foes.
  • Don't stay in one spot for too long. The long, red beam fired by the Imperialist might as well be a huge arrow pointing to your position. If enemies know your position, then smarter opponents will try to flank you, and possibly catch you off-guard. Rather, if you come across a secluded spot, fire off a few shots and move on.
  • If you fire the IMP from far enough away, you can hit glitchers though the walls.
  • The imperialist is the most used weapon by high-tier players, that is because it can get a OHKO and is often used at least 75% of the time.
  • You may not want to be trace even if you plan to use the imperialist, this is because most high tier players can spot the invisible trace, and as you would be standing still, you would get headshoted, some players prefer sylux because of the lockjaws speed and maneuverability.

Judiciator

Judiciator
Max ammo 119
Damage
  • Normal: 24
  • Headshot: 32
  • Charged: 72
  • Charged/Noxus: 12
  • Charged headshot: 96

The Judiciator is a powerful weapon that can shatter the enemy by blasting them with streams of energy that have been supercooled to absolute zero. The uncharged shot does 24 damage. When used by Noxus the charged shot releases a wave of energy that freezes anyone within close range and does 12 damage. About three to four more shots may be dealt to a frozen character. When the charged shot is used by anyone else three regular shots are fired.

Using the Judiciator

  • The Judiciator is most effective in smaller closed spaces. In smaller spaces, it's easier to actually hit your opponent, and if your aim is right, to get a headshot.
  • When used by Noxus, the Judiciator's charge shot freezes any nearby hunter or far away if you are on the same level and you are facing towards them but looking down at the floor. Once you've frozen a hunter, you can dispatch them with headshots from the Judiciator or the Imperialist.
  • Another great combo with Noxus is to freeze your opponent, then quickly pull out the Volt Driver and rapidly shoot at the enemy. If done right, it is an instant kill.
  • The Judicator shots bounce off walls, until they hit and opponent or fizzle out. Note: Due to this they can be used with great effect in winding corridors such as those found Ice Hive & Fuel Stack.

Shock Coil

Shock Coil
Max ammo 59
Damage N/A

The Shock Coil emits high-density neutrinos to blast close range targets with continuous waves of concussive force. This prototype still remains under development and remains somewhat unstable. When used by Sylux, this weapon steadily saps the opponents energy and transfers that energy over to Sylux. While it is hard to get out of the Shock Coils grasp, it is not impossible. An easy way to stop it from Shocking you is to go into Alt Form. This stops the Shock Coil and makes it harder to get a lock since you are moving faster and are a smaller.

Battlehammer

Battlehammer
Max ammo 149
Damage
  • Normal: 12
  • Normal/Weavel: 12-18
  • Splash: 12

The Battlehammer utilizes a miniature nuclear engine to propel heavy projectiles in an arc. When used by Weavel the projectiles have a wide blast radius, which is perfect for knocking opponents of ledges and platforms. The Battlehammer can also be used as a Anti-Sniping device. When you lob bullets at the enemy, it blocks their vision by showing the explosion on their screen, making it harder to snipe.

Omega Cannon

Omega Cannon
Max ammo 1
Damage
  • Normal: 200
  • High: 250
  • Splash: 200

The Omega Cannon is the most powerful weapon in the game. The Omega Cannon fires a slow moving Super Nova-like projectile that is so powerful, it will annihilate any hunter that has not taken cover. The Omega Cannon is only available in the battle with Gorea 2 and the multiplayer arena Oubliette.