UFO 50
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Bug Hunter - How to Survive
By Triplefox
Strategy for Bug Hunter players still struggling to get to gold.
   
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Ways to Think About Bug Hunter
At the start it's a little bit overwhelming to deal with all the choices in Bug Hunter: Your character is easy to customize in an "evolving poker hand" sense, with a lot of different movement and attack options.

The factor that determines how to progress your build is primarily about your kill efficiency. Just scraping by through the round is not good enough because you will run out of time. You have to aim to clear most of the bugs on every turn to get a win. To clear the bugs you need to create scenarios where you can do this easily, without wasting a lot of your modules or spending energy to cycle into new ones.

Kill efficiency is not usually determined by your weapons upgrades: most the weapons are inefficient by design. It's also not about a "best build order" because the RNG will get in your way too much to follow a prescribed method.

The thing to focus on instead is the game when you strip away the module mechanics: space and positioning, and creating scenarios where the bugs are forced to occupy easy-kill positions.

Imagine creating scenarios where the bugs are all lined up in a row and you can get them all with one Snipe, or where they're always near energy cubes and you can shoot one and chain the rest. That's the kind of position you're aiming to create.
Energy Cubes Take Up Space
One way to make a round harder for yourself is to collect all the energy cubes every round. Why does that make it harder?

Because now you've freed up space for the bugs to go there on the next turn.

If you instead decide to leave some cubes off in the corners and on the heights, you've removed a possible bad RNG - having to use a module to walk over there and another module to clear the bug, and even worse, having to climb up and down from the heights or deal with pits.

Getting energy does help since it lets you build the deck, but you have to pace it so that you don't feel like you're "spread thin" trying to move around the map. Leaving the cubes in those difficult places instead gives you an opportunity to shoot them from afar and remove some distant bugs, making a future turn much more efficient.
High Ground is Valuable
One of the most annoying scenarios to be in is to have a whole group of bugs each on their own bits of high ground. To attack them directly you will probably need a lot of thrown-weapon modules, or height manipulation, or some other thing that ruins your efficiency.

Ideally, you have one of the modules that forces them to move elsewhere. This solves most of the issue because almost any movement will take them off the high ground, and often into a cube or pit for free kills.

Alternately, you can aim to develop positions where your energy cubes are on high ground, so that they aren't in that space.

If you have the high ground, or modules that make it easy to traverse it, you can aim to turn your movement into bug-stomping or bug-pushing attacks. This is a good win-win, especially if you have modules that let you regenerate movement.
Pits At Map Corners and Edges
When bugs are in the corner, they are in stronger defensive positions: you can't push them, and there are fewer possibilities to chain damage with cube explosions or other powers.

But the pits are ideal in the corner. That makes it easy to line up the bugs and shove them in.

So, if you have the opportunity, build pits there, or at least lower the height so that you don't have to deal with a "corner fortress".
Balanced Builds
At the start, I said that the attack modules are mostly inefficient. This doesn't mean "make zero-attack builds", rather, it just means that you need to leverage a small number of attacks with support modules. Each turn, your build should have a few options for traversing and killing. This has to adapt to the kind of threat, but the spacing and positioning is foundational: every bug will die if you can push them in a pit.

So in most instances, you can have a relatively "vanilla" hand with 2 attacks, 1 or 2 support modules, and the rest movement. Once you have that, you usually have enough development and can conserve collected energy for the rest of the round, using it just to solve specific problems and get the last kill. If the later part of the round is getting easier and easier to manage, you're on the right track.