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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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