What's the deal with 0AP Snipers in the Hunt?

I'm playing Hunt second time, and I don't remember those guys. Having 0AP powers does seem broken.

Comments

  • Nearly every single non-heroic PvE had them. The one fight where you had to focus on matching greens against snipers. I know Daken had one and so did the magneto pve.
  • over_clocked
    over_clocked Posts: 3,961
    The character is old.
    They don't use Sniper Rifle every turn. There can only be one Sniper Rifle (when dealing with Snipers, not Hitmen or Assassins) on board at any given time and Snipers usually fire it in order they are shown, so if you have more than one Sniper you can kill them in order and not touch the CD until you absolutely have to in order not to trigger the next one immediately.
  • There can only be one Deadly Shot tile on the board at any given time so you want to avoid matching that tile until as late as possible. Those guys still generate green AP even though their ability uses none, though I don't think they're paired with any green AP consuming villians in this setup.
  • Oh. so it's problem with my memory, not the game. Good.

    Ooops. It's big problem with my memory - those Snipers are even in Prologue, in one of first missions. It seems I never noticed that before... icon_e_biggrin.gif
  • Ook-Ook wrote:
    Oh. so it's problem with my memory, not the game. Good.

    Ooops. It's big problem with my memory - those Snipers are even in Prologue, in one of first missions. It seems I never noticed that before... icon_e_biggrin.gif

    They're not used very often in the prologue, which is probably a good thing because their attack is extremely potent and they get their attack for free while continuing to generate AP. For example if you had 2 Pyro + HT like Simulator Basic, either you get a Flame Jet from the AP generated by the Pyros and at least you wouldn't have a Flamethrower, or the AI saves enough for a Flamethrower and won't do a Flame Jet. If they're instead Deadly Shots, you just get both of them!
  • Ook-Ook wrote:
    I'm playing Hunt second time, and I don't remember those guys. Having 0AP powers does seem broken.

    We have them that way from the very beginning of the game... They still create green AP too despite 0 cost -- though the balance is they only place a counter if none exists on the board. Even if the company has multiple snipers you have to deal wit only one CD and it is IIRC 6 so gives you some elbowroom. I recall pyros caused me more trouble at high levels.
  • HairyDave
    HairyDave Posts: 1,574
    Jerks killed my Falcon twice before Redwing had a chance to get rid of it icon_e_sad.gif

    It was a horrific board both times - almost no blue I could grab and the Sniper CD tile was off by itself with no way of even getting match-4's to line up.
  • Cragger
    Cragger Posts: 316 Mover and Shaker
    Falcon is a bad idea for these guys as they'll just put another one out there. The best way to deal with them is Bag-Man or OBW.

    I don't have such a hard time with the 0AP Sniper as I do with the Grenadier they pair with him. Generating 4 green AP per turn gives him 2 CDs every 5 turns. Forget trying to match green for your own (required) Teenage Torch...
  • Cragger wrote:
    Falcon is a bad idea for these guys as they'll just put another one out there. The best way to deal with them is Bag-Man or OBW.

    I don't have such a hard time with the 0AP Sniper as I do with the Grenadier they pair with him. Generating 4 green AP per turn gives him 2 CDs every 5 turns. Forget trying to match green for your own (required) Teenage Torch...

    If no other spec tile out redwing is back in 4 turns and new counter ticks to 6 so is properly neutralized without effort and spending.
  • HairyDave
    HairyDave Posts: 1,574
    pasa_ wrote:
    Cragger wrote:
    Falcon is a bad idea for these guys as they'll just put another one out there. The best way to deal with them is Bag-Man or OBW.

    I don't have such a hard time with the 0AP Sniper as I do with the Grenadier they pair with him. Generating 4 green AP per turn gives him 2 CDs every 5 turns. Forget trying to match green for your own (required) Teenage Torch...

    If no other spec tile out redwing is back in 4 turns and new counter ticks to 6 so is properly neutralized without effort and spending.

    And that's assuming you don't get an opportunity to get him back even earlier.
  • Falcon owns these guys. Kill the non sniper while gathering blue. He'll clear a sniper tile. They'll lay another one and Redwing will return with 2-3 (depending on your blue level) turns left on Deadly Shot. He'll clear that. Rinse and repeat, taking no damage.