The first hull everyone owns, Hunter is known as one of the two universal hulls, serving as a solid medium between heavy and light hulls. While its brother Viking is more comparable to the likes of Dictator, Hunter has a stronger affinity for lighter hull attributes, such as drifting when Speed Boost is active and being relatively fluid in motion. However, Hunter gets the best of both worlds with a noticeably higher armor rating than the light hulls while still being able to leave every medium hull in the dust by a fair margin. The turret is centered on this hull, and many draw similarities between Hunter and Hornet due to their similar control styles. If you're looking for medium hull that can play like a light hull, then why not Hunter?
Description in Garage
Medium hull. Has the most manoeuvrability among all medium hulls. Overdrive disarms enemy tanks for a short time.
This hull, covered in strengthened armored steel, is the most universal. It will perfectly suit the fans of the active, dynamic battle, and also tankers who like to play positionally. You will never be out of work, be it protecting a point or an intense battle for a city block in ruins. The hull got its name from the ability to use an electromagnetic impulse and make the life of all enemies a living hell. Attacking from cover, Hunter can disable a full group of tanks, turning them into easy targets for fire. If you’re annoyed by an organized enemy team masterfully using supplies, then pick Hunter. After the first cover attack all of the enemy tanks will start putting more and more distance between you.
|Top Speed (m/sec)|
|Lateral acceleration (m/s²)|
|Turning speed (deg/s)|
|Turning acceleration (deg/s²)|
|Anti-inertial turning acceleration (deg/s²)|
|Reverse acceleration (m/s²)|
- Protection (hp) — tank's health. Damage dealt by a turret is subtracted from a tank's protection. Once the protection gets to zero, the tank explodes.
- Top speed (m/sec) — maximum speed the tank can get to on a straight.
- Lateral acceleration (m/sec²) — responsible for damping of lateral speed. The less this parameter is, the easier tank can drift. The higher it is, the more difficult it is for a tank to move sideways.
- Turning speed (deg/sec) — the maximum speed at which the tank can turn.
- Turning acceleration (deg/sec²) — affects the time it takes a tank to get to its maximum turning speed.
- Anti-inertial turning acceleration (deg/sec²) — works like reverse acceleration but for left-right turns instead of moving forward/backwards.
- Weight — affects tank's stability, i.e. impact force of hits, recoil of its own turret, and partly, ability to move other tanks (this parameter does not affect tank's speed).
- Power (m/sec²) — affects the time it takes a tank to get to its maximum speed and ability to push other tanks.
- Reverse acceleration (m/sec²) — anti-inertial acceleration that comes into force when a tank is moving in one direction and a player presses the button of moving to other direction. It works until speed gets to zero. After that, usual acceleration starts working.
- Hunter is the only hull which is free of cost - it is issued to all the players who register in the game for free. However, this hasn't been the case before, as when the game was still relatively new, Wasp was the default choice of hull given to players, not Hunter.