The Unofficial Jumpgate Manual

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important as the quicker you can kill one target, the fewer guns you have shooting at you.

When fighting 2 eels at the same time, it is easiest when they are separated either by spawning location or by using a missile to distract one for a minute or two. Don't expect missiles to do much damage to an eel as 3 MorningStars reduce it to no shields and 20% armor if they hit. Eels high speed make them challenging missile targets. When faced with a pair of eels that are grouped, there are three methods you can use that do not require missiles. The first is to drift joust as normal and use liberal afterburners to keep from getting torn apart by the second eel which you are ignoring. The second is to try to score a hit on each eel each pass to keep them both from being able to shoot you on every pass. The third is to make very, very long joust runs (using an angle on your approach...a head-on eel joust is never advisable) and essentially treat each run as first pass on one eel. This last method will take longer, but is mostly likely the safest approach. All three methods have been repeatedly proven effective in combat with a pair of eels. Here, a member of New Dawn is saving a tourist from a pair of eels by tagging them both from behind then later destroying them.

When hunting with a wingman (or wingmen), it is always best to kill off the fastest conflux first as a safety precaution for your tow. Kill c10, c7, c9, c8 in that order with c10 being very high priority due to their 500v top speed.

Fighting Multiple c10-c12
Multiple phocaena are much more difficult than any other flux combination. Like kraken, if you ignore them they will fire on you from behind. However, unlike kraken, these guys cruise faster than you, and do a little more damage per shot. Thus, very careful joust setup is required. First, when entering a sector with multiple phocs, run! Target the closest c12 (c11 if there is no 12) and run away from it. By the time you are about 30-40k away from the gate, all the phocs should be lined up behind you with some space between them, so it is possible to hit most or all of them in one joust. Even if you fail to do this, however, a phoc will take more time to turn on you than if it was attacking from an angle, giving you a bit of distance.

At this point, just using very long drift jousts and hitting as many phocs as possible in each joust, and flashfiring when needed, will win the day.

Lasers are simply not recommended for this, because they have a very short range, and more importantly, limited damage/sec.
Non-nova ammo can work, but taking multiple phoc with it becomes difficult, because you need to "reach out and touch them" to give your moderate damge/sec rate the time it needs to do significant damage. This will start the phoc's slide early, making it more difficult to hit and allowing it to come out of the slide sooner meaning it will be closer behind you after you pass.

Nova users can safely hold their fire until the phoc is within about 2000m, and then open up. If the phoc does not die in the first pass, it will end up tailing you at about 5500m, out of its weapons range. This makes it much easier to deal with multi phoc, because the need for constant flashfiring goes way down.
Still, multiple phoc is a very challenging combo, and each fluxer has to find his or her own way of killing phocs, with his or her own preferred weapons and ship.

For more on how to joust, drift joust, turret, and circle fight effectively, read Ammo vs Lasers: The Duelist.


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