Evolve Stage 2

Evolve Stage 2

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Hunter Survival Guide
By Lilifer
_Out of date as of stage 2._

After playing Evolve in the beta and then playing the game for a few hundred hours, I've realized a lot of people struggle with just simply staying alive, so I'm making this guide as a way for hunters to know the basics of keeping their health up and knocking the monster's health down.

I formatted this in a way that people can read what they came for, so, for example, if you were a trapper main and came to learn some new trapper things, then you can just read the trapper section, and if you wanted to learn how to conserve jetpack you could read the movement; but I also hope it's readable for anyone who wants to read it as a whole.

I will be updating this regulary with the new information I recieve, however I cannot garuntee I won't be lazy at times.

Update: I regret to inform that I've lost interest in the guide until interest is shown or support is made to help me update the guide as there's more to update it with than I've already entered; maybe one day I'll update it again.
   
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General Movement
Movement depends on what role you're playing and comes with experience. Movement is what keeps you and your team alive. Movement is the hardest skill to master, but the most rewarding; so keep moving! Do not allow yourself to be trapped in a corner and take hits.

First rule about movement in Evolve is to conserve your jetpack for when you need it.

You can save jetpack by simply running instead of boosting everywhere. Boosting fowards doesn't cover as much ground as you think it would, so try so save that boost for the fight or climbing up walls. When climbing up something, try not to hold the space button unless you're just climbing up a ledge; if you hold space you're wasting a lot more fuel than if you boost straight upwards.

An advanced travel trick is to abuse bumps and going downhill by constantly jumping and strafing, you could call it bunny hopping, only you're still holding w and not crouching. Using this "bunny hop" trick will allow you to cover a lot more ground than running straight and can be used on any bit of higher land, if you play Team Fortress 2's spy a lot, you might know of the Strair stab trick, and that's exactly what this is; using any height as an advantage. This trick is even better if you use movement speed as each jump will throw you further, the trick being you don't want to go too high or you'll lose all your momentum which is where strafing comes in handy as you can constantly hit the sides of downward slopes or hit tiny bumps.
Basic VS Monsters
This section shows the basics of how to handle the monster whether it be every monster or just one.

Against Goliath, you want to fight it in an area where you can run in circles and break line of sight with the Goliath easily so that they can't tunnel vision you to death. Running in circles even works right infront of the monster if you have no other option, just make sure to be ready when they throw a rock, slam or use flame breath as you will be punished to death if you get stunned.

Against Kraken, keep seperated so that nobody gets hit with the same ability. As Kraken is today, there's not much you can do against them other than simply survive as long as you can so that the assault can do their damage, but keeping a prop or two infront of you works if nothing else.

Against Wraith, change elevation frequently. Wraith has the hardest time moving up and down despite their ability to fly, so long as you can keep above the Nova, you should be safe.
Monster abilities
Now this is a story all about how my team got wrecked, flipped inside out. I'd like to take a moment just sit right there and I'll tell you all about how to dodge all of this while in mid-air.

This section is about dodging the monster's abilities; I formatted this in the order of importance to dodge as you will be at low health if you fail to do so. I have also added what I know on dodging them, but there's always a different situation where you need to do something else, so it boils down to experience.

Goliath:
1. Rock Throw. To dodge this one, you just have to wait till the throwing motion is played then pick a direction to dodge. If you're right under the Goliath, dodging straight up is your best chance, but if you're at medium-close range, your best chance is backwards and up as rock throw is very generous.

2. Leap smash

3. Charge

4. Crit melee hits (When their arms glow)

5. Flame Breath

6. Stealth attack. (anyone can shoot the monster off, and if you're firing your weapon while they're doing it, it'll knock them off)

Kraken:
1/2 Lightning. To avoid this one, you gotta use up all your boosts by boosting a direction, then boost the opposite direction twice; you'll most likely dodge it by going fowards and back but that's not always an option. Avoid boosting back into it, you'd look rather silly and very easy to eat.

1/2 Vortex. Lightning and Vortex go together as a combo attack, Lightning is the one you want to avoid at all times, but Vortex and Banshee mines might ensure that you cannot, so save that fuel for the lightning strike, as it's almost a garunteed down if it hits spot-on.

3. Banshee mines. Do not underestimate these! It only takes 3 to knock all your health out, but more importantly, they'll knock you around and set up an easy kill for the vortex/lightning combo.
Your trapper is your best defence against these.

4. Melee M1 attack. Kraken has a really strong melee for whatever reason, it's made even deadlier as it has the longest reach of them all.

5. Ranged M1 attack. Don't even bother jetpacking to avoid these, just strafe left and right, walk fowards and back; mix it up and you shouldn't even feel the pinches.

6. Stealth attack . This also has a very long range, do not dodge backwards if you're the last one alive; boost upwards while shooting their face.

Wraith
1. Super Nova

2. Abduct. This is fairly easy to dodge even without jetpack, so try not to use jetpack unless the wraith is far away, simply strafing left and right while behind trash will do the trick, just make sure you're not touching the wall as every monster can hit through walls.

3. Decoy *There is a very detailed guide on this one, it's worth a look up if you abhor wraith*

4. Melee hits

5. Warp blast. With the balance patch out, this just became even more overpowered than lightning. Good luck dodging this one, it's going to hit you for all your health then you'll get a supernova right ontop of you if you survive.

6. Stealth attack. You don't have to worry about a stealth attack with a wraith as much as you do with goliath and kraken unless the wraith is spamming decoys, then this is easily a team killer. If the Wraith pops a decoy, watch your back and keep damage on the real wraith, if you lose track, it might be right behind you.
Trapper Survival
Trapper isn't about damage, trapper is about keeping the monster still which is kinda hard to do at the moment. I feel like harpoons need a slim second of invulnerability so that their stopping power will be applied. Keep in mind this is not a guide for how to trap the monster or anything inbetween, this is all about staying alive.

During chases, try to stay on the high ground where you got a good sight of everything and can easily reposition;a lot of people will be surprised by this but trapper really doesn't need to move that much. You are playing the trapper, not the tracker, let anyone else track the monster while you trap it.

In the dome, you want to keep behind the monster as much as possible and keep away from your medic but still have a line of sight. Why keep away from the medic? Unless you need a healing burst to survive, stay away from the medic and the medic should stay away from you till the time is needed.

Keeping on the opposite side of the medic will force the monster to pick you or the medic. If the monster goes for you, the medic can heal the damage it deals, if the monster goes for the medic, you can slow or stop it dead in its track.
These things have a totally different deal depending on who you're playing and who you're playing with.

If you're playing with Mags, this can be totally different, it depends on the combo which will be listed below, but with Abe and Griff, this is all very true.
Medic Survival
The medic aka easy-meat. Oh medics, why do you gotta be so easy to spot? Depending on which medic you're playing, you'll have a very different approach to the battle, but in reality only Caira is so different as she's really close to the assault and support most of the time as opposed to Val and Laz who are so far away and hopefully out of sight that the monster can't find them without sniff.

In general, you do not want to be in a position where you can take hits you cannot heal, so to be a medic, you really need to be experienced at dodging and hiding otherwise you're going to go down because the monster can and will tunnel vision you to death then wreak havoc upon your team's health.

Keep away from the trapper, keep the monster between you and the trapper unless you need to use the healing burst to keep someone alive. If you keep the trapper between you and the monster, then you can heal the monster's damage, or the trapper can prevent the monster from damaging you. This means you also need to tell the trapper what's up and what to do, otherwise the plan will fall apart and someone will go down and when someone goes down, the odds of the monster going after the medic, support or trapper go up to 1/2.
*This is different if Maggie is on the team*
Support Survival
Support aka dessert after eating the medic.
Support already has a very high survivability rate due to their cloak, but a lot of supports tend to be greedy with it for no real reason other than they don't know what to do with it.

Cloak is very spammable, you should use it anytime you get the chance as it allows free movement, but it's also important to save it for the right time as you may not get a second chance if something goes wrong.

Support probably has the biggest weight on their shoulder as their job is to keep everyone alive indirectly, and being indirect is very hard with a monster directly smashing everyone to death, but to avoid becoming an impact crater because you helped your team, try to know your place and time; so lets put this one in a format of Place: Time:.

Place: Near the Trapper
Time: Monster is nearby

Place: Near the Medic
Time: Monster's trying to smash their face in

Place: Across the map
Time: Team is nearly dead if not already

Those are the three important uses for cloak. Cloak is probably the most versatile ability as the monster can't hit what it can't see, and it can't run if it doesn't know it's in danger.
Cloak can be used to walk past aggressive wildlife without taking any damage, it can be used to place Bucket's turrets or use UAV mode with a few seconds of ensured safety or it can be used to help Laz position himself where the monster can't run him over.

Remember, you're the second assault. If your assault is out of action, you and trapper must work together otherwise you will not deter the monster from chewing your teammates to shreds, always aim for the head as that's where the real damage comes from, but remember to swap to your utilities when the time approaches.

As support, you're also the second team leader. Usually everyone Instinctively looks towards the trapper as the leader, but Support's job is to tell the team what to do in the fight as the trapper will be busy keeping the monster busy, leaving you free to observe the battle.
Assault Survival
I have no idea what to put here and need feedback to update it with.
Different pairings
Every pair is different from the other and every pair has to adjust for the better, but since I can't just say "Eyy don't do that, you, don't do that", here's this section to list what certian characters need to be up to when it comes to saving another's life. There's no real way to format this, so this is going to be a mess.

Val + Mags: Despite what I said about staying away from the medic, Val and Mag need to keep around eachother unless Mags is in the monster's face. Mags will set up harpoon traps on the lower ground while Val takes the higher ground, the harpoon traps should be fairly hidden so that they only target the monster when it goes after the medic. Markov and Bucket are great with this combo because of the mines and sentries. This combo also prevents a monster from running circles around a dome as the harpoon traps can be set in spots the monster will go to and Val's tranqs make it very easy for the assault to catch up.

Hyde + Abe: AKA The Slow Team. This combo works best with damage resist, as all the team is gonna do is slow the monster to hell while taking minimal damage. Medic and Support are fair game as Val's tranqs will only help during chases and inbetween stasis grenades while Laz will be able to run and revive very easily, Caira will help with running through stink bombs.With this setup, support might want to consider Hank due to the Orbitals and shields, but Bucket and Cabot also work as Bucket's sentries can be placed in open areas while Cabot's amp will do massive damage combined with Hyde's flamethrower and bombs.

Laz + Hank + Hyde + Abe
Yeah, I said this above. Basically the Orbital Drop Team, this team does a lot of burst damage, but the burst damage it dishes out can end the game in a single drop with the risk of losing laz if it fails.
Character specifics
Down below will be the specifics of each character in order of:
Trapper
Medic
Support
Assault
Trapper Specifics
This will be a detailed overview of each character and the best ways to stay alive while still doing your job.
Medic Specifics
This will be a detailed overview of each character and the best ways to stay alive while still doing your job.
Support Specifics
This will be a detailed overview of each character and the best ways to stay alive while still doing your job.
Assault Specifics
This will be a detailed overview of each character and the best ways to stay alive while still doing your job.
4 Comments
Avenge The Lost 23 Mar, 2015 @ 2:41pm 
I agree, sniff is too strong, but your asking to nerf it in the wrong way. Seeing through walls is one of the things that helps the monster survive, and without that he could be caught rather easily. If i had to nerf it, I would give it a cooldown similar to traversal, but instead of recharging slowly outside of combat and fast in combat, it would do the opposite, so the medic could survive in combat but it doesn't penalize a very stealthy monster.
Clash 23 Mar, 2015 @ 7:00am 
I do agree that the range is maybe a bit too large and the name display should disappear. Just yesterday I was able to find the medic amidst the hunters purely because I paid attention to his name when sniffing. Excellent guide btw!
Lilifer  [author] 22 Mar, 2015 @ 9:49pm 
Well the hunters can't see through walls as easily as the monster can and they do just fine finding a monster that's x2 better than any of them, the problem with sniff is it gives free wallhacks and really takes the "Hunters turn into the hunted" part out of the game as the monster always can just spam that sniff with no penalty. Something about the Sniff needs nerfed in the hunter's favor because as it is now, it's just in-game wallhacks and it makes it really hard to hide and run because the range is so large, so spammable and no fun at all for the hunters who gotta deal with having their every move outlined in bright red with their name and class glittering above their head for the monster to easily just tunnel vision the medic or trapper.

My point is, the sniff is an unfair advantage, it shouldn't display names nor work through walls if it's going to give away every move the hunters try to make if it can be spammed till your key breaks.
Clash 22 Mar, 2015 @ 9:07pm 
Nerfing the sniff to the extent that it couldn't see through walls would make it completely useless. Besides, the medics already have good enough ways to stay alive. Laz has his cloak, which makes him impossible to see with sniff and Val has her tranq gun, which she's supposed to utilize in slowing the monster and get away that way. If the monster couldn't see anything behind obstacles, it'd make it way too easy for the hunters to just juke out the monster. Hunters would just stay out of sight until the timer runs out and the monster loses.