Dark Orbit 101: Hunting

By ScsiDog

Aliens are fine and dandy to kill, can spend all day long just racking up the credits popping BKs.  But the real rush of Dark Orbit is hunting other players, especially, hunting down and destroying full elite goli’s.   Hunting real people is a very different beast from killing aliens.  Below are some guidelines, strategies, and tips to help you achieve success in hunting. 

Before popping FE know the three rules:
1) Always have an escape route, unless you are in PVP
2) Prome/xeno are your pals
3) Run if you must, dont give the other guy the kill

Have an escape route. Almost no one thinks of escaping before they engage the enemy however, if your target is tougher than you thought or their friends show up you need a plan ‘B’. This means that you need to hunt close enough to your escape portal to be able to escape, but not so close that the target can escape!

Prome/xeno are your pals. Sure you put prome on your engines and maybe even your rockets, but the big players prome their lasers as well. This is one of the big differences between FE golis. Getting prome can be expensive. You must have xenomit to get prome, and there are four ways to get zeno:

1) Buy xeno with uri (yech) or with credits in the trade auction.
2) Get xeno from boxes (takes forever and only available during special events)
3) Get xeno from killing aliens.  If you cube and are the first on the prize box you will get over 130 xeno (worth 1300 uri) this is the fastest, cheapest way to get xeno.
4) Use the Galaxy Gate generator.  This is usually the fastest way, plus it helps you build gates and get other ammo and goodies, but is random and does cost uri.  Read the Dark Orbit 101: Galaxy Gates article for more information.

Run if you must.  When hunting other players you have 2 jobs 1) pop them and 2) do not get popped. There is no shame in running so that you can live to fight another day. But to do this effectively you must use rule 1!!

Hunting Strategies

When not in PVP maps there are two primary hunting models, Pack and Lone wolf.

Pack hunting is the easiest. The three pack hunting models are: dogpile, trap, and support.

The dogpile model is where all group members travel to enemy territory unhidden and attack any targets of opportunity. The problem is that there is no way to regulate the distribution of kills, wihich can be unfair to some members.  Plus, it can be difficult to get help if you are outgunned because everyone is spread out. 

The trap model is where a single member finds a target while the rest of the group stays hidden (either cloaked or in a location with lots of NPC masking their mini map signiture). The designated trapper (usually a Vengi) finds a target, initiates the kill process and drags the target to the group which finishes the kill. This is repeated with all group members having a chance to get the kill.  The trap model can be great fun, especially for the bait! 

The support model also has a single (or small number) pact member(s) locate a target and initiate the kill. The pact member completes the kill unassisted unless the target obtains assistance from their team mate or the target is more powerful then expected. If the target gets help or is too powerful then the group unmasks and engages the opposing team. This is repeated giving equal pack member an equal number of kill opportunities.

There are, of course, a variety of other pack-hunting techniques, but they all tend to be a variation of the above.

Lone Wolf killing has two basic models: fast attack and ambush. The fast attack model has the lone wolf quickly traversing the hunting map using hearing and sight to find targets. The trick is to quickly engage the target before they can get away. The ambush model is much easier. The lone wolf is cloaked and traverses the hunting map looking for targets. There is usually plenty of time to select the perfect target (important for quests), select the correct attack mode, line up a good escape route, and get the correct timing (it is easier to attack a target that has been weakend by an NPC).

Battling an equal. Unless your opponent has a hacked ship, all ships of the same type have the same capability. The secret is to use more advantages then the person you are battling. The options are: a)prome lasers, b) prome rockets, c) insti-shields, d) smart bombs,e) rapid fire rockets, f) rapid cool-down, g) duel mode, h)targeting, i)absorb, and j)auto-rocket

The use of prome was covered in lesson I. Insti-shields are expensive so they tend to be last minute use items. However, if both combatants are using the same ammo and better ammo cannot be used, the early use of insti-shields can yield great results. The insti-shields gives 3 secs of protection, this means 3 laser shots and 1 rocket shot (if rapid fire is used) with an FE goli this means 4.8 x 1.3 (prome premium) x 3 (if greens are used) x 3 (number of shots) + 4 (4k rocket) x 1.3 (prome premium) = 61.36k maximum “free” hit points on your peer. So this should be used with the hardest hitting mode. Smart bombs are close range weapons, they are easy to dodge as there is a lag between when it is set off and when it starts producing results. This means you should be right on top of your opponent prior to use. If you haven’t already done so, get a Premium account, amongst many other benefits, Premium members’ rate of rocket fire is twice as fast. Use both ship configs (typically battle/tank and speed configs). Use the battle config first as you want to weaken the opponent ASAP. Although very expensive the use of the targeting computer give about a 10% additional gain on average. In a battle of equals this is meaningful. The 5x or absorb laser shot only exchanges your shields, this means that if your opponent has no shields nothing will occur from the 5x shot. This is also true if you have full shields nothing will happen…

Prepare! I have seen people get excited and rush off ill prepared. Before going off to hunt prepare youself and your ship. The first act of preparation is to determine if you are going to hunt in the uppers or lowers, are you going to be in the battle maps or the normal maps. If you are not going to fight in the battle maps or the uppers then use a jump chip to get to the lowers safely. Make sure to have everything needed for the type of battling you are going to do. Do you have enough prome? Has it been placed on engines, rockets, and lasers? Do you have the correct number of cloaks, enough elite ammo? Do you need insti-shields or smart-bombs? Do you have your escape plan ready? Are BOTH configs repped? Only after you are COMPLETELY ready should you put your ship in harms way.
Finally, the most important rule of all: HAVE FUN!

18 Comments

  1. Scsidog said,

    June 30, 2009 at 12:00 pm

    Portals – There are 3 kinds of portals and 2 ship states. The portals are Ours, Theirs, and Battle. The ship states are Hot and Cold.

    Hot Ship – Generally a hot ship is one that has fired its weapons. Under the worst case it takes 20 seconds to cool. The portal does NOT protect a hot ship.

    Cold Ship – Generally a cold ship has not fired its weapons.

    Our Portals – If you are in at a VRU portal and your ship is cold then you are safe. If you are running from another ship and have not fired your weapons then you will be safe. If you are hot and jump the opponent will lose lock and if you jumped into your own maps you are safe. A hot ship jumping into its own map becomes cold. It takes 3 seconds to jump however so you can lose up to 61.36k while jumping.

    Their Portals – If you are Hot and jump into enemy territory you will stay hot for a maximum of 17 seconds after the jump. If the enemy starts shooting before you are at the portal, you are still considered hot by the portal (Home field advantage).

    Battle Portals – If you shoot or are being shot you are considered hot. A hot ship cannot jump from a battle portal. If there are no opponents and you are Hot then you instantly cool. Thus, eliminating all opponents in a battle map will cool your ship and you can jump right away.

  2. Scsidog said,

    July 1, 2009 at 8:04 am

    Regaining Lock – If an enemy has jumped and you follow by jumping you can regain the lost lock by hitting the Ctrl key. Thus, a lost lock can be only temporary.

  3. Scsidog said,

    July 1, 2009 at 9:09 am

    Configurations – Although there are a huge number of possible configurations, two form the basis for most hunting: Tank and Speed configurations. For an FE Goli this means:

    Tank – Ship …… Shields 15
    …… Engines 0
    …… Lasers 15
    – Drones …… Shields 0
    …… Lasers 16

    For prome/speed rocket users this means that it generates a maximum of 20.453k damage per second. Going against a peer means: 230.400k shield points/(20.453 x .8 (shield absorbs 80%)) = 14.06 seconds of life for the shield when both you and the peer are in tank configuration. As can be seen the 3 second insta-shield, if used in tank configuration gives an almost 18% advantage.

    Speed- Ship …… Shields 15
    …… Engines 15
    …… Lasers 0
    – Drones …… Shields 16
    …… Lasers 0

    For prome/speed rocket users this means that it generates a maximum of 11.678k damage per second. Going against a peer means: 230.400k shield points/(11.678 x .8 (shield absorbs 80%)) = 24.66 seconds of life for the shields when the peer is in speed configuration. As can be seen the 3 second insta-shield gives only an 11% advantage when used in speed configuration.

    • lauraann said,

      July 1, 2009 at 10:58 am

      For more about configurations, read our Dark Orbit 101 guide to Configurations at: http://emeraldcircle.wordpress.com/2009/04/11/dark-orbit-101-ship-configurations/

    • Scsidog - takes the place of my last post said,

      July 1, 2009 at 3:42 pm

      Configurations – Although there are a huge number of possible configurations, two form the basis for most hunting: Tank and Speed configurations. For an FE Goli this means:

      Tank – Ship
      …… Shields 15
      …… Engines 0
      …… Lasers 15
      - Drones
      …… Shields 0
      …… Lasers 16

      For prome/speed rocket users this means that it generates a maximum of 20.453k damage per second. Going against a peer means: 180k shield points/(20.453 x .8 (shield absorbs 80%)) = 11.0 seconds of life for the shield when both you and the peer are in tank configuration. As can be seen the 3 second insta-shield, if used in tank configuration gives an almost 21.4% advantage.

      Speed- Ship
      …… Shields 0
      …… Engines 15
      …… Lasers 15
      - Drones
      …… Shields 16
      …… Lasers 0

      For prome/speed rocket users this means that it generates a maximum of 11.678k damage per second. Going against a peer means: 230.400k shield points/(11.678 x .8 (shield absorbs 80%)) = 24.66 seconds of life for the shields when the peer is in speed configuration. As can be seen the 3 second insta-shield gives only an 11% advantage when used in speed configuration.

  4. Scsidog said,

    July 1, 2009 at 3:44 pm

    Map size – It is useful to think of a map in terms of time. For example an FE Goli in speed mode takes ~54 seconds to traverse the length and ~36 seconds to traverse the width of a map. That same FE Goli in Tank mode taks ~80 seconds for the length and ~52 seconds for the width. Since it takes ~14 seconds to lose all of your shields to a peer in speed mode it would be wise to be 14 seconds – 3 seconds (portal jump time) = 11 seconds from your escape route. In speed mode this means no more than 20% of the length and no more than 30% of the width away from your escape portal when you switch to speed mode (to run away).

  5. Scsidog said,

    July 2, 2009 at 9:38 am

    Kill zones – There is nothing more frustrating then starting to shoot some enemy in their map only to have them port away and become safe! This especially unnerving when you are flying an FE promied, 3x laser ammo shooting, auto-fast elite rocket firing Goli! Call this ship a PAFE (promied, auto-rocket firing, fully elite {which includes ammo and rockets}. Its just not right. What is needed is a way to guarantee that when you start shooting, if the enemy gets no help, you WILL get a kill. Because of exp and honor you get there are three primary targets: Big Boys (BB), Vengi, and Golis.

    Big Boy Kill Zone – a BB starts life with 87% of a standard Goli’s speed with 50% of a Goli’s hit points. The worst case is a promied FE BB (yeah they are out there). In this case a safe distance for this BB to be away from a port is: 11 seconds(safe Goli maximum strong shield distance) * .87(BB speed difference) + 6.7 seconds (weak shield) + 2.25 seconds(hull destruction time) = ~18.5 seconds from portal. Translated into distance means that, when the BB starts its run, if the promied BB is greater than ~35% of the longest map side (map length) away from the portal or 51% of the shortest map side (map width) away from the portal then it will always pop with 3x ammo. To insure a kill with 2x ammo the BB needs to be greater than ~47% of the longest map side away and greater than ~68% of the shortest map side away.

    Note: You CANNOT insure a kill with 1x ammo!!

    Things look much (20%) better if the FE BB is not promied. The BB’s safe distance from the 3x firing PAFE is ~15 seconds from a port which means the kill distance is greater than 28% away from the port using the longest map distance (map length) and 42% away from the port using the shortest map distance (map width).

    • Scsidog said,

      July 19, 2009 at 10:43 am

      Sometimes psychology helps: If the enemy cannot see your ship they often don’t see your shot. Here are two tricks that work with this principal:

      Hide In a Crowd – Cloak up and wait in a crowd of NPCs for the enemy to start shooting the NPCs. Lock onto the enemy and then back away until you no longer see the enemy ship. Start shooting while staying out of view. The enemy often does not check their shield/hit points until it is way too late.

      Hide In Plain Sight – Cloak up and find an enemy ship that is shooting NPCs. Lock on them and back away until you no longer see the enemy ship. Start shooting them. 1/2 of the time they do not notice.

      There is an interesting bug when you use the automatic rocket firing CPU..most of the time your lasers are invisible! When used with “hide in a crowd” or “hide in plain sight” the effect is devistating.

      Leave not witnesses. If the kill happends near a port then others can get a lock and use that lock to vector-in unwanted guests. So either jump though the portal or log off to break the lock. Logging off works best as ctrl does not reacquire the lock. It takes only 5 secs to log for premium users! Once the lock is broken you are free to hunt.

      Lagging Tricks – Lagging we all hate it and it can pop you if you are in a fight! So how do you know that you are lagging, after all you lasers are still firing. Two tricks. 1) If you use the auto rocket firing CPU then the rockets look and sound like they have stopped firing during the lag. Even though you are lagging you can still change modes (it does not look like you have). Go to your speed/high shield configuration. Then click on the mini-map on where you want to go (you will go there, but only from mini map). Then run, you cannot beat lag. 2) The way to detect lag when you are not fighting is to notice that your screen will jump every once in awhile. LOG OFF and then back on. Test the connection by moving around the map. If anymore map jumps occur then LOG OFF again, keep doing this until you are NOT lagging. It is very, very easy to die while lagging, always test to make sure you are not.

      A Hunting Hint From Dark Orbit – If you are hunting in the x-1 maps (the lowers home base map) watch the mini map, every once in a while you will see red dots appear and disappear on this map. The appearance is much further away then normal. These are enemy ships! D.O. filters out the NPCs and gives you a strong hint as to the location of new targets. It does not matter if the enemy ship is cloaked or not. The dots occur oftain enough so that you can get a location, speed, and direction on the potential targets, or determine that bad guys are coming for YOU!

      Over Filling Your Ammo – You just won your galaxy gate (gg) and got a pile of whites. Perhaps your ammo is over-subscribed. You have also run out of low end ammo. You try buying more low end ammo (to hunt NPCs) and find that you cannot. You try hunting boxes for low end ammo and find that the ammo is NOT added to your stock. Does this mean that you must use your elite ammo on NPCs, NO! If have the auto ammo purchase CPU it will buy whatever ammo you set it to when that ammo drops below 1k. It will do so even when you are otherwise full. So set it to buy non-elite laser ammo and use that for your NPCs, saving your elite ammo for enemys.

  6. Scsidog said,

    July 23, 2009 at 8:19 am

    Boosters – For hunting consider only the following boosters: Shield Booster (25%), Hitpoint Booster (10%), and Damage Booster (10%). There is an interesting effect using boosters – the stronger your initial position, the more value the booster gives you. Here are the effects using damage boosters:

    1x ammo (no promerium) with booster = 1.10x
    1x ammo (with promerium) = 1.30x
    1x ammo (promerium) with booster = 1.43x
    2x ammo (no promerium) with booster = 2.20x
    2x ammo (with promerium) = 2.60x
    2x ammo (promerium) with booster = 2.86x
    3x ammo (no promerium) with booster = 3.30x
    3x ammo (with promerium) = 3.90x
    3x ammo (promerium) with booster = 4.29x
    4x ammo (no promerium) with booster = 4.40x
    4x ammo (with promerium) = 5.20x
    4x ammo (promerium) with booster = 5.72x

    So the booster value for an FE Goli (4.8k Damage 1x) ranges from 0.48k additional damage to 2.5k additional damage.

    It is interesting to note that 3x ammo with promerium along is almost the same as 4x ammo without promerium. Further, 3x ammo with promerium and boosters can be almost 30% better than 4x ammo without promerium or boosters. If the fight is between peers using the same ammo with one being a promerium user and the other being a booster user, it is clear that promerium wins by alot!

    • Scsidog said,

      July 23, 2009 at 8:40 am

      Like ammo adding boosters to rockets gives the best results for the best rockets. Here are the damage booster effects for rockets:

      1k Rocket (no promerium) with booster = 1.10k
      1k Rocket (promerium) = 1.30k
      1k Rocket (promerium) with booster = 1.43k
      2k Rocket (no promerium) with booster = 2.20k
      2k Rocket (promerium) = 2.60k
      2k Rocket (promerium) with booster = 2.86k
      4k Rocket (no promerium) with booster = 4.40k
      4k Rocket (promerium) = 5.20k
      4k Rocket (promerium) with booster = 5.72k

      Thus, the value of the booster ranges from 0.10k additional damage to 0.52k additional damage.

      If our Premium Play auto-rocket shooting FE (PAFE) Goli attacks with 3x ammo and 4k rockets then we generate 22.5k damage per second

  7. Scsidog said,

    July 23, 2009 at 9:05 am

    Shield Boosters – Unlike the damage booster, the shield booster gives a stronger effect than using promerium (20%). To get 60 minutes of promerium based shield enhancement takes 60 promerium which costs 6 xeno at 10 Uri per xeno = 60 Uri per hour. So 1 days additional protection costs 24 (hours per day) x 60 (uri per hour) = 1,440 uri verus 10k uri for the booster. Here are the shield booster effects for an FE Goli in speed mode using 190k shield points as a standard:

    Standard with promerium = 228 shield points
    Standard with booster = 285 shield points
    Standard with both = 342 shield points

    Using both promerium and shield boosters almost doubles (1.8x) the shield value, making it possible to take on both an FE Goli and an FE Venge or an FE Goli and a near FE Goli or 3 weak Golis. This is a very powerful effect and I believe worth the high cost.

  8. Scsidog said,

    July 23, 2009 at 10:07 am

    Hitpoint Boosters – A hitpoint booster increases the amount of hitpoints your ship can take by 10%. The value of this booster increases with the hitpoints of your ship. Thus different ships get different value using the booster. Here are the booster effects for all ships:

    Phoenix (4k)——-with booster = 4.4k
    Yamato (8k)——–with booster = 8.8k
    Defcom (12k)——-with booster = 13.2k
    Liberator (16k)——with booster = 17.6k
    Piranha (32k)——–with booster = 35.2k
    Leonov (64k)——–with booster = 70.4k
    Nostromo (64k)—–with booster = 70.4k
    Big Boy (128k)——with booster = 140.8k
    Vengeance (180k)–with booster = 198.0k
    Goliath (256k)——-with booster = 281.6k

    The value of the booster for each ship type is given below:

    Phoenix —– = 0.4k
    Yamato —– = 0.8k
    Defcom—— = 1.2k
    Liberator—– = 1.6k
    Piranha—— = 3.2k
    Leonov——- = 6.4k
    Nostromo—– = 6.4k
    Big Boy——- = 12.8k
    Vengeance—- = 18.0k
    Goliath——- = 25.6k

    So if attacked by a PAFE Goliath this means

    Goliath =1.10 additional seconds of life
    Vengeance =0.80 of additional seconds life
    Big Boy =0.56 seconds of additional life
    Nostromo =0.29 seconds of additional life
    Leonov =0.29 seconds of additional life
    Piranha =0.15 seconds of additional life
    Liberator =0.07 seconds of additional life
    Defcom =0.05 seconds of additional life
    Yamato =0.04 seconds of additional life
    Phoenix =002 seconds of additional life

    It is clear that ships lower than a vengeance have almost no net benefit and should never buy this booster.

  9. Scsidog said,

    August 5, 2009 at 3:16 pm

    I have been asked how in the world do I get so many kills in a day (I have gotten up to 100 kills)? I have 3 advantages: 1)Great Ship, 2) though preperation, and 3) Good tactics!

    Great Ship -I fly a Premium FE Goli with auto-rockets, configured using Tank and Speed modes

    Though Preperation – When I hunt I have at least 10k Greens, 500-4k rockets, promi on shields, engines, rockets and lasers. I also have one 10-cloak on each configuration, and at least 5k uri. Optionally I will have a shield and/or ammo booster. So my greens hit at 4.29x (better then whites) times 4.8k = 20.592k , my rockets hit at 5.5k. Therefore, I shoot 67.276k per second, with greens! I can take out 256k shields in less then 4 seconds, the 180k second shield takes 2.8 seconds, and the rest of the 256k Hitpoints in about 3.2 seconds. This means a promied Goli kill = 10 seconds, in tank mode.

    Good Tactics – A 10-cloak cost 10k uri or 12 mil bid (my minimum bid to guarrantee a win), 10 single cloaks cost 5k uri or 500k bid. So when it is safe to do so I always buy a 1-cloak when hunting. Once cloaked I sneak up on a target (first insuring that I have a good escape route but the target does not). Once the target is engaged (shooting an NPC) I lock them then back away (in the direction of their nearest portal) until I do not see their ship. I make sure I am in tank mode. Then I start shooting. Most take between 4 and 5 seconds to know they are under attack (they are half dead and do not know it). They start their run. Even a promied vengi takes 2 seconds to pass you (they are now 3/4 dead). Switch to speed mode to keep up and …POP they are dead! This happens so fast that even if they have friends, those friends do not react until after the pop. Cloak and look for the next target. If there is near by then just pop them you have almost all of your HP and Shields anyway. Anything less then a promied FE Goli is dead before they know they are under attack!!

    Good Hunting…ScsiDog!

  10. scsidog said,

    November 8, 2009 at 10:45 am

    The rule of 8-10

    So your in enemy territory having a great time popping them…you have about 20 when all of a sudden you get locked by multiple enemey. How did this happen! Well as you were popping the enemey was sending our distress signals (help help there is a mean ol goli popping us!!). Well I learned that other golis etc have a short attention span so if you use the rule of 10 you should never get chase (or popped) again…or at least alot less.

    1) pop in groups of 8-10
    2) after the 8th or 10th pop logout for 8-10 minutes,
    3)log back in and the big boys are almost always gone,
    4) repeat.

    Also, logout every 20 minutes or so regardless of pops (the bad guys are still on there way

  11. A VRU probie said,

    November 18, 2009 at 4:16 pm

    All this info is helpful, and makes DO safer to play, and at 3 days per 10,000 U, in ten to fifteen weeks, I’ll have at the very least a packed-in big boy, and you will have another ally :) :D

  12. Rèquiém♠Ɔeřnam†REІ said,

    February 18, 2010 at 7:41 am

    Dats’ some good stuff :)
    I’d just like to throw in my two cents worth on the subject of hunting configs. 98% of the time I stick to the ‘K.I.S.S.’ rules of engagement; Until you get to the drones config on your speed side. (Note: This is all based on your battle cruiser having a adequate supply of SAB loaded. SAB is the ‘American Express’ of DO; Don’t leave home without it. LoL)
    TANK: SPEED:
    Ship: all shields Ship: all engines
    Drones: all guns Drones: (see below)
    If I don’t have, at the very least, a shield booster, I usually run 6 LF3s(sometimes 7 depending on available ammo and what-not) and 9 BO2s(or 8). This gives my speed side more punch when engaged with the enemy, whether it be during the shield sucking contests that occur in 90% of one’s duels, or when trying to pop the pray(your target) before they get to a jump off point and escape the predator(you).
    If I’m running with all boosters and everything prome’d, I will run 8 LF3′s and 8 BO2′s on my drones(every so often I’ll even go 9 or 10 LF3′s). I am 90% of the time a lone wolf hunter; This set up works well in 1 on 1 fights, especially when combined with the good use of config switching tactics. You have less shields to begin with, yes; But your shield suckers totally outclass your opponents, speed config to speed config. Throw in some x4(something I strive to never be without) and you got one mean mamma-jamma of a ship. Now, this set up can get a bit tricky against multiple enemies, but that’s life. LoL

  13. January 2, 2011 at 4:54 pm

    My name is William.I am a Darkorbit player also…I was wanting to ask about a clan member that doesnt play Darkorbit anymore…Can you give me a FE account?

    • lauraann said,

      January 2, 2011 at 5:04 pm

      FYI: The giving, purchasing, selling, or sharing of accounts is against the Terms of Service and can result in account banning.


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