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Hunting refers to attacking wild creatures and bandit NPCs using combat, either alone or with a party of NPCs, droids, or captured creatures.

Hunting cannot kill you or knock you unconscious. Your HP can only reach 1 HP, and then you must heal before you can continue to attack.

Locating Your Prey

Wild creatures and bandits will spawn on any terrain square that is not occupied by a city slab or by another player. The spawning occurs once you enter the terrain square, and leaving the square either by crossing terrain or by ascending will despawn any wild creatures and bandits that had spawned. Returning to the square will force a new spawn. The number of wild creature and bandit squads to spawn varies widely and is random. You may see one group, many groups, or no groups at all. Many players like to use two adjacent empty squares and simply cross terrain back and forth between those two squares indefinitely. Others like to try to hunt specific creatures that only spawn on specific terrains.


How much of a terrain square you can see is limited by your sensors (if on board an entity) or your perception skill (if standing outside). Perception can be increased using macrobinoculars. The visibile squares outdoor are equal to the Perception value +1 (i.e., it varies from 1 to 6 max). Macrobinoculars add 5 squares to the current Perception range (i.e., the total range becomes 6 to 11 squares max).

Many hunters purchase 4-8 scout NPCs to distribute across the square so that they can share the scouts' visual range and don't need to fly around the whole square to search for squads. The number of scouts required varies depending on the Perception skill you assign them and where you place them on the square. Most hunters equip their scouts with macrobinoculars to increase their range, and a sensor pack so that they can share sensors. You will need to equip a sensor pack in one of your utility slots in order to share sensors with scouts, or you can share sensors with them while you are on board your ship.

A cheaper alternative to scouts and macrobinoculars is purchasing K-4 Security Droids from an NPC shop and placing them around the terrain square to use as scouts. These have the advantage of being relatively inexpensive at about 14,000 credits apiece. However, you cannot increase their perception range as they cannot be equipped with macrobinoculars, so a larger number of droids is needed for full coverage. Similar distribution to sensor beacons (below) can be used. Your droids automatically share sensors with your ships and vehicles.

Sensor Beacons

If you are going to hunt for a long time, then you could use sensor beacons. They have the advantage that occupy cargo hold but not passenger seats, and do not suffer atmospherical damage and can be left outside as long as you like, provided nobody steals them.
To cover one terrain grid 16 (sixteen) beacons are needed. They should be placed at the following coordinates:

Column 1 Column 2 Column 3 Column 4
(2,2) (7,2) (12,2) (17,2)
(2,8) (7,8) (12,8) (17,8)
(2,13) (7,13) (12,13) (17,13)
(2,19) (7,19) (12,19) (17,19)

Afer deploying the beacons, equip yourself with a Multiple Sensor Package and you can share sensors with the beacons. Anyone in your party can carry the MSP. Beacons share sensors also with ships and vehicles.

What You Need

At a bare minimum, you only need a weapon to hunt. However, you cannot continue to attack if you drop to 1 HP. You can heal up using any medical item, or you can wait until 17:00 server time each day to regain 10% of your total HP. (Bandits and creatures also regain 10% of their HP at that time.) Healing can be performed during a fire delay, so you can use a healing item immediately after performing an attack.

The recommended items needed will depend on your hunting strategy, so you will need to customize your gear to your own style. Two options to consider are hunting for XP and hunting for loot, and of course you can combine aspects of these to create your own strategy.

Hunting for XP

If you choose to hunt primarily for quick XP gains, you will need to maximize your two primary sources of XP gain: combat hits and healing. The simplest strategy for this is to hunt alone with a single weapon equipped. The reason for hunting solo is that a party will kill creatures more quickly, meaning you will lose time traveling around a terrain square or between terrain squares to locate the next group of creatures or bandits. For this reason, it is also best to use weaker weapons, in order to kill each group more slowly to avoid unnecessary travel time. The reason for using only a single weapon is that an off-hand weapon will suffer a penalty to hit rating.

You can acquire 40 XP per attack round at a maximum, and you only receive the percentage of that XP proportional to your attacks that hit. If you fire four shots and three hit, you will only receive 30 XP. If all four hit, you will gain the entire 40 XP.

Target creatures, or use a weapon that is powerful enough per hit to penetrate most armour. Attacking at close range is ideal because this will cause you to take damage, which you can then heal each round. Invest in bacta refills and a medkit. With a medical treatment skill of 5, a bacta refill will heal for 60 HP, which will award you 30 XP per usage. When coupled with a combat round, this means you can gain up to 70 XP per half hour.

Hunting for Loot

All wild creatures and bandit NPCs have a 5% chance of dropping an item when they are killed. Creatures may drop a trophy or a Mysterious Egg, which can be taken to a ranch, zoo, or wildlife preserve and hatched into a creature of the type from which it was looted. The larger the creature, the less likely it will drop an egg. Colossal creatures do not drop eggs at all. Bandit NPCs will only drop one of the items equipped to them, so you can click each NPC to inspect its equipped gear if you want to see what it might drop.

If you choose to hunt primarily for loot drops, you will want to maximize your damage output. This means you should bring along a full party of creatures, droids, or riflemen/melee trooper NPCs, depending on what you have access to. NPCs have the highest potential damage output, but this depends on the weaponry with which they are equipped as well as the skill points you assign them. Naturally you will want to look at the stats of the weapons or entities available to you and choose those with the highest damage output. Consider the racial bonuses of your riflemen and melee trooper NPCs if you are selecting NPCs to use.

You will also need to avoid your party dying, so if you are hunting primarily for loot, it is best to keep your party out of your enemy's range if possible. This is simple for creatures, which have fairly narrow attack ranges, and most creatures can even be outranged at range 4-5. If you are attacking longer range creatures, use longer range weaponry, or ensure your NPCs have a high dodge rating or that you have plenty of replacements available for them. While you cannot die, your NPCs, droids, and creatures can. If your NPCs die, their equipment will vanish with them.

Bandit NPCs have a variety of equipment fitout possibilities, so it is difficult to outrange an entire squad. Inspect them by clicking on their portrait in your Scanner display, and determine from their weaponry the best range from which to attack them. It is a good idea to carry medical items to heal any of your party members that take unavoidable damage.

Hunting for Droids

From time to time, bandit squads will have droids in their party. If you want to capture those droids, you need to use ionization blasters and restraining bolts. The method is to wipe out bandits with standard weapons first, then switch to ionization blasters and drain the ion shields of the droid. After that, the restraining bolt will capture it and you can add it to your party.

Movement and Attack

Outside of Derra (where the rules are different due to the ground combat testing), creatures and bandits move randomly and ignore hunters as long as they are not attacked. When attacked, the creatures and bandits counterattack once. During the fire delay, creatures and bandits may move in a random direction, or may stand still in the same terrain square.

On Derra, as soon as the hunter enters the range of a creature or bandit group, they can initiate combat, counterattack, and move towards the hunter.

Useful Skills

  • Dexterity: This is the most useful hunting skill to have at least a few points in. Dexterity improves your ability to hit with any weapon. If you miss, you will not do damage and you will not receive XP for the shots you missed.
  • Weapon Skill: Projectile, Non-Projectile, and Heavy Weapons skills each slightly improve the damage output of their weapon type. They also improve your ability to hit with your weapon, but only with half the effectiveness of Dexterity. This means that boosting weapon skill from 0 to 2 is more effective in terms of skill point cost than boosting your dexterity from 4 to 5.
  • Dodge: This is your ability to avoid taking damage. If you intend to fight at close range and wish to avoid taking damage, you may want to assign a few skill points to Dodge. It is also a good skill to assign NPCs if you choose to fight with a party of NPCs.
  • Strength: This increases your total HP and also increases your carrying capacity.
  • Medical Treatment: This improves the effectiveness of medical items you use. As medical item usage awards you XP equal to half of your HP gain from the item usage, this is a good choice if you intend to do a lot of healing, or to maximize your XP gains.
  • Perception: This increases the area of the map visible to you. Can also be increased with macrobinoculars. Perception is a great skill for scout NPCs.

Bandit Fitouts

On death, bandits have the chance to drop an item they are carrying, which you can pick up and claim. What bandits are carrying is determined by their fitout, and there are a number of different fitouts available with which bandits may spawn. These can be viewed here (you will need to click the Full Resolution link for the image to load properly).

Creatures and Terrains

Below you can find a list ordered by terrain type.

Creature Size Terrain
Draigon Huge Cave
Duracrete Slug Huge Cave
Gundark Medium Cave
Kell Dragon Large Cave
Kintan Strider Large Cave
Space Slug Colossal Cave
Spice Eel Huge Cave
Spice Grub Small Cave
Varactyl Huge Cave
Vulptex Medium Cave
Wampa Large Cave
Duracrete Slug Huge Crater
Granite Slug Small Crater
Mynock Small Crater
Bantha Huge Desert
Corellian Sand Panther Large Desert
Dewback Large Desert
Eopie Large Desert
Geonosian Massiff Medium Desert
Kintan Strider Large Desert
Krayt Dragon Colossal Desert
Sarlacc Medium Desert
Slashrat Medium Desert
Womp Rat Medium Desert
Eye-snatcher Tiny Forest
Akk Dog Large Forest
Boma Beast Small Forest
Geejaw Tiny Forest
Gizka Tiny Forest
Gundark Medium Forest
Howlrunner Medium Forest
Katarn Large Forest
Nexu Large Forest
Quizzer Small Forest
Purrgil Colossal Gas Giant
Streaked Velker Colossal Gas Giant
D'oemir Bear Medium Glacier
Howlrunner Medium Glacier
Tauntaun Large Glacier
Wampa Large Glacier
Acklay Huge Grassland
Akk Dog Large Grassland
Bantha Huge Grassland
Boma Beast Small Grassland
Common Thranta Medium Grassland
Corellian Sand Panther Large Grassland
Falumpaset Huge Grassland
Gizka Tiny Grassland
Great Thranta Huge Grassland
Kaadu Large Grassland
Nerf Large Grassland
Nexu Large Grassland
Reek Large Grassland
Squall Tiny Grassland
Acklay Huge Jungle
Crystal Snake Small Jungle
Eye-snatcher Tiny Jungle
Gundark Medium Jungle
Katarn Large Jungle
Physallis Berry Monster Tiny Jungle
Rancor Huge Jungle
Vornskr Medium Jungle
Draigon Huge Mountain
Howlrunner Medium Mountain
Kell Dragon Large Mountain
Varactyl Huge Mountain
Cy'een Huge Ocean
Dianoga Huge Ocean
Draigon Huge Ocean
Cy'een Huge River
Dianoga Huge River
Fambaa Huge River
Kaadu Large River
Duracrete Slug Huge Rock
Granite Slug Small Rock
Hawkbat Small Rock
Mynock Small Rock
Varactyl Huge Rock
Vulptex Medium Rock
Dianoga Huge Swamp
Falumpaset Huge Swamp
Fambaa Huge Swamp
Kaadu Large Swamp
Nuna Small Swamp

If you are looking for variety, Grassland is your best choice. The number of different species for each type of terrain is as follows:

Terrain Species
Grassland 14
Cave 11
Desert 10
Forest 10
Jungle 8
Rock 6
Swamp 5
Glacier 4
Mountain 4
River 4
Crater 3
Ocean 3
Gas Giant 2