The Unofficial Jumpgate Manual

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125

Manta:
C-6
C-7
Bounty:

Experience:
1000
1500
Speed:
475
480
c6 Manta
Shield/Armor:
7000k/1350
9000k/1700k
Gun #/dmg/rng:
2/540k/2200m
2/420k/4400m
Thorn = 635k/1800m; Barrak = 450k/4400m
Shelter = 6009k; Canopy = 12240k


General
With only a few out of the way sectors as exceptions, the c6 manta is the most powerful conflux that spawns in regulated space. Usually appearing off most major trade routes, it is often the hunter that has to seek out the manta. The manta is a giant leap up in flux capabilities over c1-c5s. The manta combines the snail's heavy punch and the squid's perfect accuracy. It is rolled up into a package that has substantially more armor and cruises at a blazing fast v450.

Advantages
Very good top speed
Excellent accuracy
Moderate firepower
Thin profile
Moderate shields and armor

Disadvantages
Moderate acceleration
Wide profile

Tactics
Shuttle pilots should not attempt to engage manta. Pilots with low level shields and low speed cannot engage a manta with any  degree of safety. With flashfires, however, shuttles can usually run from gate to gate if any mantas do spawn in their path. Once a pilot acquires a light fighter, equipped with ammo weapons, he has a tool that can take on even multiple mantas, with practice.

The single most important thing that a pilot has to learn when first facing a manta is that he/she must use jousting. While techniques like this were optional when dealing with squid and snails, a manta simply requires jousting to beat.

Engaging a c6 with ammo is simple in principle, but harder in practice. Right out of the jumpgate, you need to head for the manta that you want to attack. As a c6 manta uses laser weapons, as long as you are in its range (2200m) it will hit you with every shot. Thus, it is not helpful to drift joust a manta or try to dodge, as it will only throw off your aim and not the manta's. Start firing at  about 6000-5500m. Regardless of how well you do, continue straight on until the manta is behind you and has accelerated up to your top speed. If you hit the manta substantially, it will have slid some distance. This will put drift into your joust, but you will have more distance on it than if you missed it or only did a little damage. On the second (third, fourth, etc) joust, the initial distance will be shorter than the first joust, so using AB to boost your speed is advisable. This also has the effect of tightening the duelist for a better shot.

Although engaging a c6 with lasers is possible (especially with a medium fighter or above) it is not recommended unless you already know how to handle a c6 with ammo guns. A c6 is hard enough to learn to kill with ammo, and lasers (especially with the power problems of the LF/FT) make it much harder still. However, regardless of weapons used, it is not recommended to circle fight a c6 manta until your own aim is honed. It will simply rip you to shreds unless you can force it to slide and stop shooting you. For more on how to joust, drift joust, turret, and circle fight effectively, read Ammo vs Lasers: The Duelist.
Fighting multiple mantas is possible, but more difficult. See Multiple Targets for more info.

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