Jump to content

Sky Jockey: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
Deletion is not required.
Undid revision 179843556 by Uncle G (talk)
Line 1: Line 1:
{{dated prod|concern = {{{concern|This class is already covered in [[Conker: Live & Reloaded#Classes]]. Nothing worth merging, as article is mostly [[WP:GAMEGUIDE|game guide]] content. (List of equipment, etc.)}}}|month = December|day = 18|year = 2007|time = 21:38|timestamp = 20071218213803}}
#redirect [[Conker: Live & Reloaded#Classes]]
<!-- Do not use the "dated prod" template directly; the above line is generated by "subst:prod|reason" -->
{{unreferenced|date=November 2006}}

A '''Sky Jockey''' is a character class in the multiplayer aspect of the [[Xbox]] [[video game]] [[Conker: Live & Reloaded]]. Sky Jockeys are [[Aviator|pilot]]s, being the only class with flying vehicles available to them. On the ground they are little more than [[cannon fodder]], with limited health, average speed, and weak weaponry. Once in the air, a Sky Jockey can rule the map but often becomes a priority target. When in the air, the biggest threat to a Sky Jockey is another Sky Jockey. On the ground, they should avoid combat except as a last resort.

==Equipment/Abilities==
*'''DP500''' - Two [[pistols]] which have 20 shots between them, which can be set to single fire (which is more accurate and has modest anti-armour capability) or 3 round burst. They are weak weapons doing moderate damage but having a slow rate of fire and low accuracy. The pistols are intended only as a weapon of [[self defence]] rather than offensive weaponry.
*'''[[Grenades]]''' - Sky Jockeys have only 1 grenade available to them, a Magnova ([[Electromagnetic pulse|EMP]]) grenade that temporarily immobilizes vehicles and turrets, leaving them vulnerable to attack.
*'''Infravision''' - Available once upgraded, these goggles allow the user to see through any number of walls and "paint" the targets with a red or green hexagon indicating their status as friend or foe. Since it cannot be used while in an aircraft, its only use to a Sky Jockey is to avoid running into enemies when on the run.
*'''Arc Weld''' - A tool for repairing vehicles, the player simply stands next to a vehicle and "fires" to repair the vehicle in a matter of seconds(about 15 sec. if near 0: hp). Sky jockeys are the best way to take out ground targets quickly and with ease.
*'''[[Parachute]]''' - A parachute can be deployed when falling to prevent damage, designed so that vehicles can be abandoned in mid air.

==Vehicles/Specialist ordinance==
*'''Steed''' - A fast and agile air vehicle, fast and capable of hovering and boosting. The Steed is armed with rockets, a [[minigun|aircraft machine-gun]] and homing missiles which once locked on, home in on other air targets. With light armor, high manouverability and heavily armed the Steed is a commonly used vehicle, often to bombard enemies and cover allied ground troops.
*'''Mule''' - Slow, cumbersome and exceedingly large the Mule is a troop transport which can carry up to 6 passengers + 1 pilot + 1 gunner. Heavily armored and armed only with bombs (plus the turret) It's rarely used to transport troops due to the lack of parachutes for non sky jockeys and the fact that the mule is often prioritized.
*'''Sky Guard''' - An automatic turret armed with missiles that target only airborne enemies (enemy Sky Jockeys and their vehicles). Sky Guards bring down enemy aircraft quickly but suffer a limited range and vulnerability on the ground from EMP grenades and enemy fire.

==See also==
*[[Grunt (Conker)|Grunt]]
*[[Thermophile (Conker)|Thermophile]]
*[[Sneeker]]
*[[Demolisher (Conker)|Demolisher]]
*[[Long Ranger]]

{{Conker series}}

[[Category:Conker]]
[[Category:Conker]]

Revision as of 04:28, 9 February 2008

A Sky Jockey is a character class in the multiplayer aspect of the Xbox video game Conker: Live & Reloaded. Sky Jockeys are pilots, being the only class with flying vehicles available to them. On the ground they are little more than cannon fodder, with limited health, average speed, and weak weaponry. Once in the air, a Sky Jockey can rule the map but often becomes a priority target. When in the air, the biggest threat to a Sky Jockey is another Sky Jockey. On the ground, they should avoid combat except as a last resort.

Equipment/Abilities

  • DP500 - Two pistols which have 20 shots between them, which can be set to single fire (which is more accurate and has modest anti-armour capability) or 3 round burst. They are weak weapons doing moderate damage but having a slow rate of fire and low accuracy. The pistols are intended only as a weapon of self defence rather than offensive weaponry.
  • Grenades - Sky Jockeys have only 1 grenade available to them, a Magnova (EMP) grenade that temporarily immobilizes vehicles and turrets, leaving them vulnerable to attack.
  • Infravision - Available once upgraded, these goggles allow the user to see through any number of walls and "paint" the targets with a red or green hexagon indicating their status as friend or foe. Since it cannot be used while in an aircraft, its only use to a Sky Jockey is to avoid running into enemies when on the run.
  • Arc Weld - A tool for repairing vehicles, the player simply stands next to a vehicle and "fires" to repair the vehicle in a matter of seconds(about 15 sec. if near 0: hp). Sky jockeys are the best way to take out ground targets quickly and with ease.
  • Parachute - A parachute can be deployed when falling to prevent damage, designed so that vehicles can be abandoned in mid air.

Vehicles/Specialist ordinance

  • Steed - A fast and agile air vehicle, fast and capable of hovering and boosting. The Steed is armed with rockets, a aircraft machine-gun and homing missiles which once locked on, home in on other air targets. With light armor, high manouverability and heavily armed the Steed is a commonly used vehicle, often to bombard enemies and cover allied ground troops.
  • Mule - Slow, cumbersome and exceedingly large the Mule is a troop transport which can carry up to 6 passengers + 1 pilot + 1 gunner. Heavily armored and armed only with bombs (plus the turret) It's rarely used to transport troops due to the lack of parachutes for non sky jockeys and the fact that the mule is often prioritized.
  • Sky Guard - An automatic turret armed with missiles that target only airborne enemies (enemy Sky Jockeys and their vehicles). Sky Guards bring down enemy aircraft quickly but suffer a limited range and vulnerability on the ground from EMP grenades and enemy fire.

See also