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THE JUMPGATE DEFINITIVE GUIDE - Tripod

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Stingray<br />

Stingray: C-16 C-17 C-18<br />

Bounty: 38,000 39,000 40,000<br />

Experience: 6000 6250 6500<br />

Speed: 678 692 707<br />

Shield/Armor: 12100k/9800k 12100k/9800k 12100k/9800k<br />

Gun #/dmg/rng: 2/420k/4400m 2/540k/2200m 2/780k/3000m<br />

Barrak = 450k/4400m; Thorn = 635k/1800m; FeatherFire = 810k/2400m; Haven = 15400k<br />

General<br />

The Stingray, although it has a wide variety of good aspects, is clearly built (or grown) to do one thing: go extraordinarily fast. With<br />

the fastest type cruising at v707, it can run down any TRI ship, artifacts or not, eventually. When fighting a Stingray, you need to<br />

be able to deal with it without running away very far, because you simply won’t be able to. Engage a Stingray only with extreme<br />

caution, because even with liberal flashfiring, it is very hard to disengage.<br />

Advantages<br />

Extraordinary top speed<br />

Excellent accuracy (Moderate for c18)<br />

Excellent weapons range (Moderate for c16)<br />

Very good acceleration<br />

Very good armor and shields<br />

Thin profile<br />

Disadvantages<br />

Wide profile<br />

Moderate firepower<br />

Tactics<br />

Lasers: Like with most other of the new flux, lasers are your safest bet for engaging a Stingray. As always, if you slip up you can<br />

always just turn immediately and still be able to engage it. Avoid this, however, because stingray are very fast and have a very thin<br />

profile to hit, so circling a laser or feather variant can be risky if your aim is not excellent. Multiple Stingray can be engaged with<br />

lasers successfully, if the pilot is good, by either hitting both Stingray in one joust or alternating fire while moving slowly.<br />

Ammo: Ammunition-based guns work fine when engaging Stingray largely because they are so fast they do not tend to drift a great<br />

deal, even if you miss them on a joust. Be prepared to use a large amount of ammo, though, because a Stingray can dodge<br />

effectively but can still absorb a decent amount of punishment.<br />

Novas: As mentioned in the ammo section, Stingray tend to engage at flat angles, so missing with novas is not fatal. However, due<br />

to the Sting’s good ability to dodge, and powerful shields, it takes a fair amount of time to kill one with novas, because you usually<br />

only get in one shot per joust, but as long as you makes the jousts as long as you can, you will be able to get the shot in fairly easily.<br />

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

Fighting multiple stingray 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.<br />

F-17<br />

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

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