There are four Hunter types: Assault, Trapper, Support, and Medic. You can guess what each one does based on their job descriptions. Within these types are a handful of characters who have their own specialized skills. But no matter which Hunter you end up as, you will always have a Primary Weapon, a Secondary Weapon, a Special Ability, and a Class Ability. All of these abilities can support the hunt in some way, shape, or form, but teamwork is invariably emphasized. Assault Hunters are the ones who dole out the heaviest damage to the Monster. They are the ones with the big guns and heavy ordnance. They are your front line troopers: the bloodthirsty damage-per-second dealers. Miniguns, electric beams, grenades. If you are assigned the Assault class, you are the de facto pain bringer.
Trappers are adept at slowing down the Monster and keeping it confined within specific areas, thus making it an easier target. Whether via harpoons or a special device that activates a dome-like barrier, the Trapper is the one who is responsible for limiting the Monster’s mobility and keeping it in the line of fire.
Medics are the ones charged with keeping the rest of the team alive; the Monster is a powerful foe, and unless he’s under the control of a nitwit, injuries will almost definitely be inflicted. But they aren’t just the party healers, however; they can assist in putting the Monster down in their own special ways. For example, one dart from the Tranquilizer Rifle is capable of slowing it down quite a bit.
Support Hunters are technical wizards capable of buffing their teammates. They can render their fellow Hunters invisible through cloaking devices or indestructible with energy shields. But they can also harass and injure the Monster by calling in Orbital Barrages, deploying Flying Sentries, and simply launching volleys of missiles at its face.