Pilot Archive
Thread: Decimater vs Firespray
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KyrYxus
Wed Dec 15, 2004 8:18 am
#14
Nope. MP ships are not gimped, they are just not as powerful as they should be. I almost exclusively fly The Flare (and know it is not named for the Yavin Hyperspace point). We have another master pilot in the ops chair, an engineer who has enough medic skills to heal herself and others well and a rotating crew of VERY effective gunners.
I decided to put the Flare to a test last night and took her to Deep Space as a rebel. The results were great. It was our first stab at BIG game wthout an escort and even though we had to call it a night before finishing I couldn't be more pleased. We took out all of the fighters that were out there on our first run but when they kept spawning we knew it was time to move on. We targeted the shields on the SD and went in. ONE pass took Shields 1 down to 20% and Shields 2 down to 80%. The second pass, needless to say took out the first shield generator and brought the second to 40%. As we pulled away to let our shields recharge a friendly B-Wing showed up. I was certain that it was a PC as there was a pilot name E'lim something or other and an odd ship name (Watergate-1), yet when we tried to send a tell.... user not online. While we repaired our damage and the first phantom leaks began to show the mysterious B-Wing finished the second generator.
It was time to hit the engines next so in we went. A small bit of help from the B-Wing on the first run and then it left. We then had our first taste of pain as our engineer was triple incapped by the phantom plasma leaks, so we jumped to Tatooine to pick her up. The engines were at 8% when we left. We picked her up and headed back to find the ship just as we left it and went in and finished the engines.
Next came figuring out how to take out the reactor. This process bought us 2 destructions but we figured it out and by the time we had the reactor gone we had phantom plasma leaks in every single room that it was possible to. We busted out a case of pixie and began our runs on the bridge.
Keep in mind I had not been able to get a single Space Bomb launched thus far for whatever reason, and all 100 guns were still blazing at us despite the lack of a reactor (do those things ever stop?). We had to head back to regular space to get our engineer again but there was a problem, even with pixie buff one of our gunners would incap when loading in to the cockpit and without a doc we couldn't get him out of there. So our engineer shot up and got on his gun and we headed back with one less crew member. It was pushing 4 AM est at this point and the bridge was still at 99%. We made two more runs and our engines were blown just as we cleared the range of the turbolasers. Our Co-Pilot headed back to repair the engines and was incapped, our engineer dropped from the guns and was incapped, it was up to me... I shot up and ran back fixed the engines and weapons panels and ran back toward the cockpit when the flames were too much and I dropped in the middle of the Captain's Quarters. Two incaps later we looked at the clock and the 75% left on the bridge and had no choice but to call it a night.
Not bad for a first run with no escort if you ask me. We will have to finish the job soon though. Bragging rights will be had by all. We would have been much more effective with5 fighters but the bragging wouldn't be nearly as fun that way.
Message Edited by KyrYxus on 12-15-2004 08:19 AM
KyrYxus
Wed Dec 15, 2004 2:57 pm
#15
Let's just say that without an escort or exploiting blind spots we left the Star Destroyer in ruins last night thanks to those new programs. We'll have to finish the job soon.
Message Edited by KyrYxus on 12-15-2004 03:00 PM
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