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THE JUMPGATE DEFINITIVE GUIDE - Tripod

THE JUMPGATE DEFINITIVE GUIDE - Tripod

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Krill<br />

Krill: C-19 C-20 C-21<br />

Bounty: 43,000 44,000 45,000<br />

Experience: 7000 7250 7500<br />

Speed: 619 630 645<br />

Shield/Armor: 5000k/1000k 5000k/1000k 5000k/1000k<br />

Gun #/dmg/rng: 1/780k/3000m 1/780k/3000m 1/2950k/4500m<br />

FeatherFire = 810k/2400m; Nova = 2800k/2555m; Shelter = 6009k<br />

General<br />

The Krill resembles no other conflux class out there. The Krill is weaker and has a much larger profile than the Prawn. It is the jaw<br />

dropping maneuverability and acceleration that the Krill can draw upon when hit that makes this flux unique. When hit, it will veer<br />

off at incredible angles, and if missed it will literally circle around a ship before blowing it apart.<br />

Advantages<br />

Extraordinary speed<br />

Extraordinary maneuvrability<br />

Excellent shield recharge rate<br />

Disadvantages<br />

Weak shields and armor<br />

Low firepower (excepted c21)<br />

Moderate profile<br />

Tactics<br />

Lasers: Lasers are the only safe weapons to attack a Krill with, because they can shoot a Krill from the funny angles that it often<br />

attacks from, while taking advantage of the moderately large profile of the Krill. Also, missing in a joust with lasers will not be fatal<br />

since the pilot can just turn around and whack the Krill even if it coming in a hi-velocity slide. When engaging multiple Krill, try to<br />

either hit both Krill in a pass, or go into a fairly low velocity slide and deal with one krill at a time, driving one off, engaging the<br />

other, driving it off, engaging the returning Krill, and driving it off, repeating until both are dead.<br />

Ammo: Ammunition weapons can take on Krill, but multiple Krill are not advised, because mistakes are harder to deal with when<br />

using ammo, and multiple flux compound those mistakes. Try to keep jousts as long as possible, so that you can engage krill at<br />

favorable angles and ensure that you don’t miss and turn the fight into a hi-v circle, however, do be wary of the c21 plasma krill. Be<br />

prepared to only hit once or twice per joust, since a Krill really dodges when hit.<br />

Novas: Novas should not be used to hunt Krill. Although it is possible to kill a Krill with novas (and if you do it tends to come<br />

quickly), it leaves you extremely vulnerable to error. A Krill, like a Prawn, will very quickly dodge novas that come near it, and in<br />

doing so will transform the fight from a jousting situation into a hi-v circle (for the Krill, anyway. A standard TRI ship has to turret<br />

just to keep a bead on a Krill at close ranges) which makes it all but impossible to hit the Krill with Novas. The hunter in this case<br />

becomes the hunted, because he is completely out of options short of disengaging using multiple flashfires, or landing a lucky shot.<br />

If you absolutely must use novas, get as straight a joust as you can, and open fire only when you know you can hit.<br />

For more on how to joust, drift joust, turret, and circle fight effectively, read Ammo vs Lasers: The Duelist.<br />

Fighting multiple krill is possible, but very difficult. See Multiple Targets for more info.<br />

Missile Usage<br />

Outruns all classes of missiles, although dive-bombing is possible, especially due to its large frontal profile.<br />

F-15<br />

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

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