Manhunt: Difference between revisions
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Revision as of 05:45, 19 July 2012
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Manhunt is one of the modes in both the stages of the Animi Training Program. Each session lasts for ten minutes in playing-time, separated into two rounds of five minutes, with two teams of three to four recruits each. At the beginning of a session, the recruits are given a choice of joining either team. Team one hunts team two during the first round, while the roles are reversed for the second round.
Starting Out

Before the start of the session, each recruit decides which team he wishes to join. In the first round, joining Team 1 allows the player to hunt and kill the opposing team members while Team 2 is assigned to hide, escape or stun them. The first recruit joins a team may pick the Avatar which will represent the entire team.
A unique feature of this mode is how each round focuses on a single strategy: Hunting your prey alongside teammates, or hiding from the hunters by use of skill and abilities.
By communicating with teammates in order to lock in their attack or their defense from the hunters, teams of recruits can use strategy to outsmart and outscore their opponents. By following the key element of Manhunt - which is communication and teamwork - no matter the score at any point in the game, recruits can avoid the opposite team turning events around into a victory, which might not be the case if they are not careful or are uncoordinated.
Key Strategies
Pack Hunting
The team works alongside each other while seeking and killing the opposing team. This usually includes
communication through headsets or simple instinctive ganging-up on a tough defender.
If all four players on defense stick together, the best choice is for all the hunters to stick together and hunt as a group as well; the key is waiting for everybody to be in position and coordinating attacks to avoid being caught in a stun trap.
Safety in Numbers
The defenders all stay in a large group, or in smaller groups close to each other. When an enemy has been spotted, every defender will focus on stunning them or disabling them in order to gain points or help their teammates escape.
Stun Traps
Also referred to as "Stun Locking". This usually works best with a group of two or three defenders. When an attacker has been spotted and comes close, one of the defenders can either get a stun or throw a smoke bomb and stun the pursuer. While the pursuer is on the ground, a different defender can wait by them and stun the pursuer again without the use of any abilities.
A pursuer can be stunned several times in a row by defenders that alternate their stuns. This is repeated until the attacker gives up and respawns (by pressing the Triangle or Y button) or if the attacker's teammates arrive to help their comrade. Another effective technique should you choose not to respawn or your teammates are unable to help you is to have the perk Resistance. Resistance allows you to get up quicker after being stunned and therefore interrupt the rhythm of a stun lock.
Source
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