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THE JUMPGATE DEFINITIVE GUIDE - Tripod

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Eels<br />

Eel: C-10<br />

Bounty: 10,000<br />

Experience: 2500<br />

Speed: 500<br />

Shield/Armor: 21500k/21500k<br />

Gun #/dmg/rng:<br />

2/2950k/4500<br />

m<br />

NovaMkI = 2800k/2555m; Alpaa = 20400k<br />

General<br />

Eels are very different from c1-c9 conflux, in many ways. Cruising at v500, they easily exhaust a fighter's afterburner fuel while<br />

simply trying to maintain distance, and unlike other flux, they have very tough shields and armor. But the thing that truly separates<br />

Eels from any lower flux is their massive firepower. With two or three shots they can strip a fighter’s shields, and a few more will<br />

take out your hull. If you screw up with any other conflux, you can go “oh s***” and fire off a flashfire, and most of the time, you<br />

are safe. Screw up fighting an eel, and sometime between the “oh” and “s***”, you are dead. Simply put, unless you have a very<br />

twitchy FF finger, you are dead by the time you decide to use one. However, besides the eel’s ability to obliterate a ship in only a<br />

few shots, it is not that dangerous if handled carefully due to its numerous weaknesses, notably its extremely poor gun accuracy.<br />

Advantages<br />

Excellent top speed<br />

Excellent weapon range<br />

Excellent shields and armor<br />

Disadvantages<br />

Moderate acceleration<br />

Poor accuracy<br />

Large profile<br />

Tactics<br />

When first dealing with an eel, think of it as a very large, fast, and somewhat more potent snail. The same basic techniques are used<br />

for fighting eels. The only guns that can rival the range an eel’s dual plasma weapons are the hitman and barrak. So unless you have<br />

a hitman/barrak and don't mind taking a shot or two on the chin, drift jousting or circle fighting an eel is the only option (i.e. don't<br />

joust).<br />

On your drift jousts, you need to score a hit on each pass, or the eel can close the distance on you and make things very<br />

uncomfortable very quickly. One technique of extending your range is to roll your ship after you've just jousted past the eel. This<br />

will put the eel in a "perpetual turn" behind you. While he's turning trying to "right" himself to your ship's orientation, you are<br />

gaining precious kilometers on him.<br />

When using lasers, circle fighting a lone eel is the best option. Make sure to give yourself a long, wide circle so you can bail out if<br />

things go badly. If you let yourself drift in too close and screw up, you can be dead before your flashfire can save you. As long as<br />

you get its shields below 70% and keep hitting it, it will turn and miss you consistently. However, just as when fighting a snail in a<br />

shuttle, be very, very careful of getting slow with an eel. If you miss a few times you will be dead. A useful technique to killing an<br />

eel quickly with lasers can be realized by using a very deep circle(ie, a large degree of pitch down away from the eel). If you let the<br />

eel come into the circle and cancel its forward velocity before you shoot it, when it dodges away from youit will not get out of<br />

range of your guns, and you can kill it very quickly without it escaping and recharging.<br />

Scoring reliable hits on an eel with ammo in a circle fight is somewhat more difficult, however. Although it can be done, drift<br />

jousting tends to be a more efficient and safer way to get the job done. Just be careful to never be caught at v0 while in an eel's gun<br />

range. Both long drift joust runs and quick turning short joust runs with a lot of drift are effective.<br />

Fighting multiple eel, or an eel with kraken escorts, was one of the harder combos until phocs came along. When dealing with<br />

either multi eel or eel and friends, long, slightly drifting jousts are critical. If you do a wide drift joust or a circle, the kraken/other<br />

eel will chew you up. Remember that when you can only shoot one flux, shoot the eel. Although an ignored kraken or manta can<br />

do some damage to you, whatever it will do is much less than what an eel would. These a situations are where ammo or novas tend<br />

to be very useful. With lasers it is hard to do sufficient damage to the eel in the required long joust, so these fights tend to take<br />

quite a long as a result.<br />

Missile Usage<br />

4 Morning Stars per eel<br />

F-13<br />

Copyright © by Conflux War Command Center All Right Reserved.<br />

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