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General Information
Flux seem to spontaneously appear in certain sectors of the galaxy whenever the jumpgates
are used. Newly spawned flux target
the pilot using the jumpgate to enter the sector.* Flux do not always spawn, though. The
number of conflux, their size, and the
frequency they spawn seems to depend on the individual sector and the size of ship using
the jumpgate (higher level pilots spawn
more and larger flux usually). If you are wondering where Conflux of certain sizes can
potentially spawn, check our Conflux Spawn
Maps.
Strangely, on the same day TRI found the new storage depots (and most other game server
reboots since), c7-c10 conflux began to
spawn in both Inner and Outer Gyre, and we began to see c7-c10 in combinations with c1-c6
conflux much more often than
previously. One veteran pilot reported spawning only c4, c4, c3 in Four Fingers. However,
after about a few hours, spawns
returned to normal.
Also, on the same day the new jumpgates to the Conflux Galaxy appeared, the maximum spawn
of Conflux in current sectors
increased from 3 to 5; the maximum spawn type of a few sectors was increased; the minimum
spawn type was decreased on some
sectors; the likelihood of any Conflux spawning increased; Conflux seem to now
occasionally spawn without jumpgate activation;
and several new Conflux varieties were discovered both in our own space and in the Conflux
Galaxy. This truely is a new Attack of
the Conflux.
Once a sector is cleared, if another pilot jumps into the sector (or the same pilot jumps
out and back in, a procedure known as
"flipping the gate"), new flux may spawn. We do not know what method of
transportation conflux use to get to a sector, however
once in a sector, they seem to travel in real space in a manner and at speeds similar to
our own ships. They do not use jumpgates,
so when attempting to fight conflux, the newer pilots should remain close to a gate for a
quick escape if needed.
One important factor to remember when fighting conflux is that they all stop firing and
turn (or "slide") when you score hits on
them. This keeps them from scoring hits on you. It may sound overly simplistic,
"shoot them and don't let them shoot you back,"
but your accuracy really is the key to quick victorious battles. Turreting a little to
follow them when they turn (only slightly if
jousting) will often let you score more hits per pass.
Every pilot should be mindful of their current cargo when considering whether to engage
conflux or not. Few things are harder
than trying to fight when heavy, and few things are more frustrating than dying with
expensive cargo in the hold.
*The pilot who the flux are shooting at (or will if they are targeted on and heading
toward) has dibs on the kill. It is always amusing
to have another pilot "call" a conflux immediately after jumping in sector even
though another pilot has already engaged it in battle.
"Called" flux do not exist. If it is or will be shooting at you, it is yours; if
it is not, ask before you pounce. One easy way to
determine if a flux is "on you" or not is to roll. Flux will always roll to
remain "level" with the ship they have targeted.
Tourism Kills: Leaving a Sector
"I wonder what is in this sector? Just a peek won't hurt." Tourism kills
too many good pilots.
If a pilot leaves a sector with conflux targeting him, those flux will usually target the
next closest pilot. On rare occasions, they will
vanish unexplainably. Should you ever be forced to retreat from a battle, it is customary
to warn every pilot in the sector via comm
channel F3 that they may have incoming flux. This is especially important if you are
traveling in a sector known to spawn c7 or
greater as you spawning then leaving may very well kill a pilot hunting in sector who may
not even be on your radar. Your flux
could catch him off guard if he is busy with another flux.
Do not enter any sector if you are unable to kill or tow (run from flux without leaving
the sector) anything you spawn for a
reasonable amount of time, and always F3 the sector if leaving your flux behind. Many
pilots program a simple F3 macro of
"dumping flux" to make it easier.
Ammo vs Lasers: The Duelist
"The skill of the pilot pulling the trigger is more important than their weapon load
out." That said, projectile guns
(ammo and plasma, hereafter referred to as ammo) and laser guns behave differently and
lend themselves to different fighting
styles. It is generally accepted that ammo guns make killing flux (fluxing) easier, while
lasers make pilot vs. pilot combat (PvPing)
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