Tue Apr 05, 2005 11:09 am by AkulaSharpe
My fondest memories of Starlancer are of playing the Pukov mission in Multiplayer. Danged if it isn't probably the sweetest experiance ever.
And loading up any ship with Solomons is the best way to go. You haven't played Starlancer until you've sat behind the hanger in the Pukov mission, watched two wings of Sabers launched, and scattered twenty or so Solomons at their tailpipes. That's the day you really start to live.
I think the best way to beat the Pukov mission is to play it multiplayer. We usually have a pair of people in Shrouds cloak and afterburn toward the Pukov. One of them smashes the shield generator while the other two clear all the turrets. Usually by the first cut scene in the mission we've already got the shield generator down and all the top turrets taking out.
We usually follow that up with some strategic targeting of the bottom turrets - BE CAREFUL HERE! The Pukov will at some point start to turn and it does turn FAST so it will ram you HARD.
ALSO! BE ESPECIALLY AWARE! Whenever you fly near the Pukov or the Yamato - those big guns will hit you and will kill you in one hit. You need to maintain a safe distance from the Pukov especially when targeting turrets to remain safely out of the way of the Big Guns. Shrouds work especially well for anti-turret work, as they can cloak.
The bombers will launch now at some point, the first wave only has two, they're very easy to catch right outside of the hanger. In multiplayer we usually have a cloaked ship waiting at the bow of the ship for them. The second flight is four ships instead of two, for a total of six (Boscoe mentioned this, but I wanted to cover that they come out in two waves of two and four). They're a bit harder for one person to catch but like Boscoe said you can see the blue glow (and on a side note, if you turnt he graphics down you can see the whole ship, surronded by a blue glow, just not target it - this is useful if you're REALLY having problems flying the mission.
So our typical multiplayer load out involves someone in a shroud (or more typically, two people in shrouds - we usually play with a team of four) and someone (usually two people) in a Reaper, and then I'm usually the fourth person and I fly the Pheonix, mostly because I prefer the manuverability of the Pheonix to the heavy guns of the Reaper. The Reaper just handles two slow for me.
During the entire fight the Reaper Team is working on the fighters darting in and out of the conflict - with special attention to Basalisks. Sabers aren't really any threat but those basalisks WILL try to pounce anyone attacking the Pukov, and with that pesky close sometimes you don't know they're there until they unload on you.
Now...onto the Torp Strike. Gamma doesn't do much good, at this point it's usually safe for the Shrouds to be escorting the bomber strike, just to ensure a stray fighter doesn't ruin the day for you...believe me, it'll happen. And that puts them in the ideal position to park above the torp slot. With two Shrouds up there and the Pukov out of turrets, and most of the fighters dead, you'll have an easy time of the torpedoes. However, better safe then sorry: the reaper team should take up a position near the Yamato, facing the torpedo tubes and prepare to pick up any torpedoes the shroud team misses. This is important because if the Shroud team moves out of position over the torpedo tubes they may miss the next strike, leaving more torpedoes homing on the Yamato.
That being said, if you can keep the whole team alive up to this point in the mission you're pretty much set to go.
There's really only two things that ever kill me on this mission. The first I already mentioned, watch out for friendly fire from the big guns. If you're sitting a full health and shields one minute and dying the next, you probably got hit by one (I usually make the Pukovs Big Gun my first target with some screamers, just to reduce the number of shots in game. The Yamato fires two shots remember, and they'll pass right through the hull of the Pukov, so keep alert.
The other thing that kills me (you won't have to worry about this in single player) is a wingman unleashing a load of Solomons. Yes, I can see you laughing now - it's not so funny when it happens to you mid mission. Solomons home on the nearest enemy with blatant disregard for any friendly fighters that might be between the solomons and their target. We've lost countless multiplayer missions because of Solomons killing an allied wingman. It sucks. That being said, before firing your solomons check your radar TWICE. Then alert your comrades. Then check your radar TWICE more. Then alerty your comrades again. THEN fire. For extra safety (my team always does this) all friendly ships should make sure they are far far far away from enemy ships when a load of Solomons goes out.
Occasinally, a Basilisk will turn at me and fire full guns at me, and knock my health significantly, but the best way to avoid that situation is to have a wingman (or the AI wingman) jumping on this fighters as quickly as possible. Like I said, the sabers can pretty much be ignored except in the case of it being necessary to kill them to advance to the next scripted mission event.
Lastly, if you don't eliminate all the turrets on the Pukov, the bomber strike may have difficulty getting through. So try to get that done ASAP. It also helps pouncing on the Kamovs and Sabers when they launch, as the Pukov won't have the ability to take pot-shots at fighters camping the hanger. Screamers are nice for pouncing full wings from the hanger - though occasinally I've seen Solomons knock eight fighters out of the sky in the span of about two seconds.
I submit that everyone needs to play this mission multiplayer with at least three other people. It just rocks. This is probably my favorite mission in the game, followed closely by the raid in the Cloaked Kamovs and the mission where you have to escort the transports deploying the satellites.