THE JUMPGATE DEFINITIVE GUIDE - Tripod
THE JUMPGATE DEFINITIVE GUIDE - Tripod
THE JUMPGATE DEFINITIVE GUIDE - Tripod
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Multiple Targets for more info.<br />
Missile Usage<br />
2 Purgatorys or 4 Cutlasses per snail<br />
c6 Manta<br />
Manta: C-6 C-7<br />
Bounty: 2,500 3,000<br />
Experience: 1000 1500<br />
Speed: 450 456<br />
Shield/Armor: 7000k/1350 9000k/1700k<br />
Gun #/dmg/rng: 2/540k/2200m 2/420k/4400m<br />
Thorn = 635k/1800m; Barrak = 450k/4400m<br />
Shelter = 6009k; Canopy = 12240k<br />
General<br />
With only a few out of the way sectors as exceptions, the c6 manta is the most powerful conflux that spawns in regulated space.<br />
Usually appearing off most major trade routes, it is often the hunter that has to seek out the manta. The manta is a giant leap up in<br />
flux capabilities over c1-c5s. The manta combines the snail's heavy punch and the squid's perfect accuracy. It is rolled up into a<br />
package that has substantially more armor and cruises at a blazing fast v450.<br />
Advantages<br />
Very good top speed<br />
Excellent accuracy<br />
Moderate firepower<br />
Thin profile<br />
Moderate shields and armor<br />
Disadvantages<br />
Moderate acceleration<br />
Wide profile<br />
Tactics<br />
Shuttle pilots should not attempt to engage manta. Pilots with low level shields and low speed cannot engage a manta with any<br />
degree of safety. With flashfires, however, shuttles can usually run from gate to gate if any mantas do spawn in their path. Once a<br />
pilot acquires a light fighter, equipped with ammo weapons, he has a tool that can take on even multiple mantas, with practice.<br />
The single most important thing that a pilot has to learn when first facing a manta is that he/she must use jousting. While<br />
techniques like this were optional when dealing with squid and snails, a manta simply requires jousting to beat.<br />
Engaging a c6 with ammo is simple in principle, but harder in practice. Right out of the jumpgate, you need to head for the manta<br />
that you want to attack. As a c6 manta uses laser weapons, as long as you are in its range (2200m) it will hit you with every shot.<br />
Thus, it is not helpful to drift joust a manta or try to dodge, as it will only throw off your aim and not the manta's. Start firing at<br />
about 6000-5500m. Regardless of how well you do, continue straight on until the manta is behind you and has accelerated up to<br />
your top speed. If you hit the manta substantially, it will have slid some distance. This will put drift into your joust, but you will<br />
have more distance on it than if you missed it or only did a little damage. On the second (third, fourth, etc) joust, the initial<br />
distance will be shorter than the first joust, so using AB to boost your speed is advisable. This also has the effect of tightening the<br />
duelist for a better shot.<br />
Although engaging a c6 with lasers is possible (especially with a medium fighter or above) it is not recommended unless you<br />
already know how to handle a c6 with ammo guns. A c6 is hard enough to learn to kill with ammo, and lasers (especially with the<br />
power problems of the LF/FT) make it much harder still. However, regardless of weapons used, it is not recommended to circle<br />
fight a c6 manta until your own aim is honed. It will simply rip you to shreds unless you can force it to slide and stop shooting you.<br />
For more on how to joust, drift joust, turret, and circle fight effectively, read Ammo vs Lasers: The Duelist.<br />
Fighting multiple mantas is possible, but more difficult. See Multiple Targets for more info.<br />
F-11<br />
Copyright © by Conflux War Command Center All Right Reserved.<br />
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