THE JUMPGATE DEFINITIVE GUIDE - Tripod
THE JUMPGATE DEFINITIVE GUIDE - Tripod
THE JUMPGATE DEFINITIVE GUIDE - Tripod
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Fighting with a Wingman<br />
If you have a reliable wingman, you can kill a rather lot of conflux together. Two pilots can jump into a sector containing more<br />
than one pilot can deal with and with teamwork, can empty the sector in no time. The technique to use is to ensure that one pilot is<br />
leading ("towing") the flux, and the other pilot is not targeted by any flux ("free"). This scenario can be accomplished when both<br />
pilots jump into an empty sector and spawn conflux. The towing pilot then runs in the direction opposite from which the flux are<br />
coming. The free pilot can jump out and back in so that his flux now target the tow. The free pilot must make certain he did not<br />
spawn any new flux when he came back or he will need to jump out/in again until he is truly free from targets.<br />
The tow keeps towing the flux in a straight line and they should eventually pass by the free pilot who is close to the gate. The free<br />
pilot should always attack the fastest target first for the safety of the tow. Once the first flux is dead, the free pilot is now free again<br />
to try to kill the next flux. Depending on the speed of the tow and flux, he may have to afterburn or flashfire, or the tow may need<br />
to turn either gradually or sharply. A gradual turn allows for safety of the tow and lets the free pilot "cut the corner" because he<br />
knows where the tow is heading while the flux targeting him constantly update their flight path based on the tows current position.<br />
A sharp turn can be successful if the tow has sufficient shields to take whatever punishment the flux trailing can dish out in one<br />
pass. Once the free pilot has killed all but a couple of flux, the tow then gets the rest of the kills.<br />
It is always easier to pick off a flux from a tow if the free pilot lets the tow and flux pass him while he matches speed rather than<br />
try to joust the flux. The matching speed method can be dangerous as the flux usually score several hits if the free pilot does not<br />
really pound the flux. Often extensive afterburner or flashfire is needed to gain a safe distance on flux the free pilot has tagged.<br />
An understanding of the targeting methods of conflux will be helpful at this point. A conflux at 100% shields keep his current<br />
target until it leaves the sector (via jumping, disconnection, or death) unless another pilot scores a hit dropping its shields below<br />
100%. A conflux below 100% will retain its current target even if hit by a wingman. So, if a tow can hit ("tag") a conflux, then his<br />
wingman can fly up right behind it and get an easy kill as long as the flux's shields remain below 100%. If the flux's shields get to<br />
100%, any new tag will make the flux change targets. This is a useful tactic to allow a weaker craft to kill a conflux it would<br />
otherwise be unable to kill. For example, a Scout is towing two kraken with a Fighter wingman. The Fighter should tag one kraken<br />
down to 50-70% shields and then fly straight and "tow" it for his Scout to get the easy kraken kill (the Scout can easily turn and<br />
take the hits a lone kraken can dish out on a single pass). If both ships in the example were Fighters, one could tag the extra kraken<br />
off of the tow Fighter and allow his wingman to solo kill the first kraken while he "holds" the second kraken.<br />
This scenario works extremely well if the tow is a in Scout or Ranger and the free pilot is in a Fighter. You can perform the towed<br />
hunt technique with other classes of ships, but Scout(Ranger)/Fighter works best. (The faster Fighters can also serve as the tow<br />
rather well.)<br />
It is the tows responsibility to keep track of how many and which types of flux his is towing as sometimes lag can cause some flux<br />
to not appear on the wingman's radar. Also, it is the tows responsibility to cycle through the targets looking for new targets. A<br />
tourist can be more deadly than any conflux when group hunting. Imagine if a Fighter has just tagged an eel when someone jumps<br />
in, spawns another eel, and jumps back out. If the Fighter were closer to the new eel than the tow when this happened, then the<br />
Fighter is about to get attacked by an unexpected eel. Unexpected eels more often than not mean a pod ride for the unexpecting<br />
Fighter.<br />
This type of hunting works well with more than just a tow and a single wingman. However, if the group gets to be more than a tow<br />
and three Fighters, things can get rather confusing especially if the pilots are not used to working together as a team. It is important<br />
that the tow pilot go in the direction opposite the flux being towed and that all other pilots jump out/in in unison so that they all<br />
will be free.<br />
Fighting Multiple c7-c10<br />
When alone, sometimes it is better to go for the quicker, easier kill than to focus on the most deadly enemy. If you are solo fighting<br />
a c7 c8 c10 combo, it would be best to kill the c7 with guns quickly, then use a missile and a flashfire to kill the kraken, then come<br />
back and kill the eel with guns. Whereas, it might be more difficult to kill a kraken while an eel and a c7 are shooting at you. Each<br />
scenario will be slightly different because different flux spawn in different locations with each hunt.<br />
Once you can kill a kraken in one or two passes regularly, then in a c7 c8 c10 scenario, you should target the closer of either the<br />
manta or kraken. The more quickly you can destroy the first flux, the better your chances are of being able to kill the second flux<br />
with an eel shooting at you. While the eel is firing on you, you will need to adjust your jousts (vary speed and direction) to<br />
minimize the eel's ability to score hits. This will also throw off your own shots, so you need to know your weapon and your own<br />
aiming skills before trying it.<br />
Another way to dela with the same c7 c8 c10 combo would be to target the eel first and make very long jousting runs at the eel<br />
group as your Fighter is fast enough to keep pace against the smaller flux or extend range using AB. Focusing on one target is<br />
F-21<br />
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