The Unofficial Jumpgate Manual

Page: 133/218

Table Of Contents

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133
Sentient Conflux


General:
Concerning the sentients, we must throw out everything we have previously known and been taught about the behavior and
fighting methods of conflux.

Sentients behave erratically, have greatly improved speed and shielding, but lack the weapons accuracy of their drone predecessors.
Sentients can appear as any class of conflux from c0 to c12. Also, it seems their weapons load out has been changed from standard drone level weapons to various configurations as the sentients evolve.

Fighting techniques related to the drone conflux do not apply to the sentients. You should approach fighting a sentient as you would approach fighting another TRI pilot. They have been known to run when damaged, change targets in the middle of combat, and even spare some TRI craft they should be able to dispatch with ease.
Sentients can use our jumpgates to give chase or retreat whether the jumpgate is infested or not. They can "spawn" from non- jumpgate anomalies as well as from empty space. Additionally, while c7-c12 conflux are limited to certain sectors that are easily avoided, sentients appear seemingly at will in any sector of their choosing, even station sectors where we have never seen a single conflux drone.


Classifications:
Sentients have shown different abilities at different times and are given different classifications by TRIR which can be found here.



Tactics:
Effective battle tactics developed by the most experienced sent fighting pilots can be found here.

Tactical Summary:
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. 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 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 others can GANK them.

Heavy reliance on FF for defensive (and occasionally for the kill shot) purposes makes makes the Tensy and bombers pretty effective. Great firepower and armor makes the Nix pretty effective as well. The quick circle fighting/dodging of the Phoon helps it to be somewhat effective. Very high sentient velocity makes scouts and rangers largely ineffective.
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 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 shot to death half a second from a safe dock.
Missile Usage:
Missiles will not usually hit sentients unless in a divebomb situation. And even then, sentients move so quickly that they don't usually hit. Missiles create lag and should not be used.




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