THE JUMPGATE DEFINITIVE GUIDE - Tripod
THE JUMPGATE DEFINITIVE GUIDE - Tripod
THE JUMPGATE DEFINITIVE GUIDE - Tripod
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Sentient Conflux<br />
General:<br />
Concerning the sentients, we must throw out everything we have previously known and been taught about the behavior and<br />
fighting methods of conflux.<br />
Sentients behave erratically, have greatly improved speed and shielding, but lack the weapons accuracy of their drone predecessors.<br />
Sentients can appear as any class of conflux from c0 to c12. Also, it seems their weapons load out has been changed from standard<br />
drone level weapons to various configurations as the sentients evolve.<br />
Fighting techniques related to the drone conflux do not apply to the sentients. You should approach fighting a sentient as you<br />
would approach fighting another TRI pilot. They have been known to run when damaged, change targets in the middle of combat,<br />
and even spare some TRI craft they should be able to dispatch with ease.<br />
Sentients can use our jumpgates to give chase or retreat whether the jumpgate is infested or not. They can "spawn" from nonjumpgate<br />
anomalies as well as from empty space. Additionally, while c7-c12 conflux are limited to certain sectors that are easily<br />
avoided, sentients appear seemingly at will in any sector of their choosing, even station sectors where we have never seen a single<br />
conflux drone.<br />
Classifications:<br />
Sentients have shown different abilities at different times and are given different classifications by TRIR which can be found here.<br />
Tactics:<br />
Effective battle tactics developed by the most experienced sent fighting pilots can be found here.<br />
Tactical Summary:<br />
Being a smart target in a sent fight is actually more valuable than being able to get kills. When they target you, they ALL target you.<br />
So, if you can burn your FFs in a circle fight or drift joust instead of running from them in a straight line, then 1) you are a hard<br />
target to hit so it's nearly as effective as being totally out of range and 2) you are keeping the sents at low velocity in a small area so<br />
others can GANK them.<br />
Heavy reliance on FF for defensive (and occasionally for the kill shot) purposes makes makes the Tensy and bombers pretty<br />
effective. Great firepower and armor makes the Nix pretty effective as well. The quick circle fighting/dodging of the Phoon helps<br />
it to be somewhat effective. Very high sentient velocity makes scouts and rangers largely ineffective.<br />
Often, when you jump out, the sents will not follow. So, when they get you to armor, it's time to head for a jumpgate and recharge<br />
a bit or dock. Going for a dock without jumping out/in is much riskier as you can always mess up and splash the station or get<br />
shot to death half a second from a safe dock.<br />
Missile Usage:<br />
Missiles will not usually hit sentients unless in a divebomb situation. And even then, sentients move so quickly that they don't<br />
usually hit. Missiles create lag and should not be used.<br />
F-19<br />
Copyright © by Conflux War Command Center All Right Reserved.<br />
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