I'm currently on 3 C3 Beams (G5 Efficient w/Thermal Vent) and 3 C2 Multicannons (G5 High Capacity, 2 with autoloader, one with corrosive). This is only slightly more than what I used on my Krait MK II (only 2 C2 Multicannons G5 High Capacity, both with corrosive). While I'm able to outmaneuver against enemy Corvette's and Anaconda's better than the Krait, the SLF really makes a difference (adds damage, distracts enemy). I may end up replacing the multicannons with Cannons since that worked well on my Chieftain (big beams burn shields, cannons shred the PowerPlant). Though the Chieftain can pitch even better than the my Python MK II, so I don't know...Given my Corsair some more attention today. First I tried frags but I must be missing something ... I know people find them very effective but they seemed very mediocre to me. Or should I say, very mediocre in my hands?!
However, I did manage to quantify the two big issues I've been having:
That, combined with the less-stellar-than-expected pitch rate - were what was frustrating me ...
- Power NPCs with SCBs dragging out the shield stripping stage, even with two C3 Beams
- Not enough DPS against hull from the C2/C3 MC combo to finish enemies off quickly before the shields recharge
So, I've gone back to my first proposed loadout:
This seems much better: the beams can essentially be fired indefinitely with only 3-pips in WEP, which gives a little more in both ENG and SYS to improve handling and shields. Bringing in the railgun to handle SCB usage does require lifting off the triggers to recharge after a couple of salvos but I've gone all-in on Charge Enhanced / Super Conduits so that doesn't take long.
- 2x C2 Beams (Long Range + Thermal Vent)
- 1x C2 Railgun (Long Range & High Capacity + Feedback Cascade)
- 3x C3 Multi-Cannon (Overcharged + Auto-Loader / Corrosive)
Once the shields are down, those three C3 multis do an excellent job and the Corrosive effect on one means I can even bring the Beams back in for longer range hull damage if they try to run. Also, many thanks to @Rat Catcher for pointing out the spin-up time problem... I've adjusted my tactics to fire earlier than needed and am also sometimes using the beams first against hull until the multis are spinning and this has helped with more consistent DPS.
I also managed to stack some better booster / guardian module combos to get my shields close to 1400MJ (from ~1180MJ previously) which seems to have helped survivability.
Thus far? Well ... today there seems to be backup in most signal sources which has obviously made things easier but I have taken out multiple ships with much less stress than yesterday - including a solo victory against a Deadly Anaconda running SCBs, chaff and a fighter (which got a bit of a free reign on my shields) without dropping below 30% shields which was exactly the kind of situation I was having to run from last night.
So, in summary, I'm enjoying it a lot more. I'm not sure it's my favourite ship (which I has assumed it would be based on the pre-release specs) but if rumours about Gutamaya monitoring performance in the upcoming CG end up with them tweaking the thruster software for a little more agility, who knows ...
Does anyone else feel (other than aesthetically) that the Python MK II is more like the FDL/Mamba MK II and the Corsair is the true Python Mk II?
Anyway, good luck with your build. I'm so overwhelmingly stressed right now I could probably stumble on the OP/Meta/mother of all builds and still screw up and think it's the ship. :/
As a side note, I'm glad I saw Mechan's video about the stutterbug. After all the issues I've had with my new computer the past few months (one bad memory dimm, then bad motherboard, then boot SSD was friend (by the bad motherboard), and issues with the SteelSeries Arctis 7 headset not mixing audio properly (apparently you MUST use their new Sonar or it will be bad), it was nice to know this stutter issue wasn't a portent of yet another thing going wrong. Silver linings and all that...