Seriously? Broken weapons or just broken Python!?

I'd say lay off the alcohol first...

1. Not true
2. Heat is now a factor, it was the 1.2 feature that got delayed.
3. Not true
4. Learn the game mechanics?

1. Sorry to say that it is true. It happens consistently.
2. Fair enough, heat is not more common in the game, but compared to how much the enemy can keep those beams on me. It does appear it affects them less.
3. Again, sorry to say but it is true. It is impossible to escape. If the escape vector isn't instantly teleported behind me, then it's the speed at which it moves off the screen. And the amount of time it takes to load the blue bar vs red bar.

4. As for learning the game mechanics, I have, thank you. Silent Running: "Silent Running mode can be activated to reduce the visibility of a ship to others, allowing it to remain undetected and making it harder to be targeted." This is not how it functions ingame.


Also, ships smaller than a python should have a mass lock effect on their jumpdrive charge, correct, because that's definitely not what continues to happen ingame.


I had to change the weapon setup because the overheat happened too much.


This comment "I didn't win today so it must be a stealth nerf...." is so full of it. It wasn't just today, and it wasn't just yesterday or the day before. If sarcasm is all you have to offer then don't bother posting.
 
You're probably noticing that NPC ships are no longer piloted by stormtroopers.


True enough!

My biggest beef is just those small ships that have godly shields and rip through mine like it's nothing. Big ships = bigger fights, but those smaller ships like sidewinders are far too powerful for their size
 
1. Sorry to say that it is true. It happens consistently.
2. Fair enough, heat is not more common in the game, but compared to how much the enemy can keep those beams on me. It does appear it affects them less.
3. Again, sorry to say but it is true. It is impossible to escape. If the escape vector isn't instantly teleported behind me, then it's the speed at which it moves off the screen. And the amount of time it takes to load the blue bar vs red bar.

4. As for learning the game mechanics, I have, thank you. Silent Running: "Silent Running mode can be activated to reduce the visibility of a ship to others, allowing it to remain undetected and making it harder to be targeted." This is not how it functions ingame.


Also, ships smaller than a python should have a mass lock effect on their jumpdrive charge, correct, because that's definitely not what continues to happen ingame.


I had to change the weapon setup because the overheat happened too much.


This comment "I didn't win today so it must be a stealth nerf...." is so full of it. It wasn't just today, and it wasn't just yesterday or the day before. If sarcasm is all you have to offer then don't bother posting.
1. You can say it 1000 time, it does not make it true. I often tank 2 ships (usually Vultures) while attacking a 3rd target (usually Python or Anaconda) and with a judicious use of SCB my shield never goes down.
2. I don't see heat affecting them less, but that is not something readily observable.
3. Lately, I more often than not run smuggling missions to farm system permits. I am lazy so I turn off everything to reduce temperature and it stayed that way even if I am not carrying illegal stuff. I got interdicted often and the minigame works fine. Sometimes it does the 180 degree jump, but nowhere near often enough to be deemed "impossible" (around 1 in 10).
4. Exactly, harder to be targeted (and hence scanned), it's not a stealth button.
 

Carro

Banned
Since 1.3 I've noticed that the shields in my A-rated Python (+ 4 A0 Shield Boosters) and my A-rated Anaconda (+ 6 A0 Shield Boosters) drop much quicker when pinged by NPC small fry. It might be that the NPCs got better in 1.3?
 
3. The interdiction is impossible to escape, no matter the ship. I can't even maneuver the ship even close to the escape vector. Although this has been broken for nearly 2 months.

This is a bug (I have a ticket and thread open and its status is "we are aware of this issue") that several of us here have, its not limited to the python its every ship you use. I personally haven't avoided an interdiction by winning the mini game since gamma because you spin along the Z Axis, this is why the escape vector shoots off to the side and ends up behind you. Its not 1:10 either its repeatable 100% of the time.

EaNOAbgh.jpg

As you can see I'm going bacwards and the interdictor is nearly infront of me whilst my ship yaws at insane speeds

Don't hold your breath for a fix though, I dont think it effects enough people for them to care a jot.
 
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You must have a faulty model, call FDL for a return? I took my Python to a conflict zone last night, my three C3 fixed Beam lasers went even through other Python and Anaconda shields quickly, my shields lasted quite a while, after 7 SCB used I made 750k from bonds.
 
A sidewinder drops my shields faster using 1 multi-canon than I drop his shields with 2large and 2 medium beam lasers.

I really cannot take anything you say seriously after that.
I have been in a Python for a long time. If that ever happened to me I would delete the game from my hard drive.
A Python evaporates Sidewinders in an afterthought. You are doing something seriously wrong.
Don't blame the Python. Have look in the mirror.
 
On my shedule for tomorrow. Usually I left the cz when my ammo is dry. I target the pp, melt the shields (takes more time in cz so there are little moments of heat issues but no heat damage, have to wait a second or two) and than changing to 1 beam and the mc's and get close to the target to finish him off.

I'm sadly on work now.

Its the hottest day of the year today. I'll upload one above the week.
 
Running 3x3fixed beams and 2x2gimballed mc's, no heat issures here. my shields are fine also. biggest module +3 a boosters, no worries (add scb's for pve). shields melting like butter in the sun. everything a-rated. maybe u have mistakenly changed the powerplant?
it doesn't help when some of you talk ! I have a Python too and I run 2 gimballed class 3 pulse lasers, 1 turret class 3 pulse, 1 turret class 2 pulse and 1 turret class 2 beam and when my beam turret starts firing I overheat pretty quickly so don't talk you lot! I would not recommend beam turrets for this reason as you can't stop them firing in turret mode and they will fire until you melt! Having fought in war zones loaded with scbanks in my Python and Vulture, the Vulture runs rings around the Python! I only use my Python for secure trading. It's not a war ship for sure and it needs turrets as its so sluggish! Yes I have best shields plus 2 boosters and loads of banks and I have had my shields dropped quite often and base to run! Never in my Vulture (well, rarely!)
 
D class to Max FSD, it has plenty of power....is that the issue?

D rating has less 'heat capacity' than an A class, so you will hit max heat faster with one than an A rating.

If you run D, you can get away with down-classing to the A of the lower class, and benefit sometimes from an even lighter PP, with more heat capacity and even power, though it costs a lot more credits than the D.
 
I'm running 3 G pulses with 2 T Beams. Yes, turreted. With 4 pips on wep that's actually charging the capacitor while the turrets do their merry melting work ;) - also almost constant fire with 2 pips.

However I did notice some heat issues with this setup, that weren't there before 1.3 when emptying the capacitor - but only in "close to star" situations (eg. NAV) - Maybe that could be the problem? Remember, supposedly some gas giants give out heat as well. Also sometimes brown dwarfs look very much like a gas giant with rings until you realize what you are looking at :)

I only have B powerplant though.

The only issue I had with interdiction is when I had it auto-succeed against me, faster than I could hit my 0 throttle button to submit.

About shields - yes they def seem to go down much quicker now. I understand that the AI got better at evading, but surely that shouldn't increase their damage? Putting pips to weapons shouldn't do that either. Right?

And I understand they might hit more - I know because I'm actually keeping an eye on the shield display and can see when I get hit. What I'm saying is looking at the type / strength (weapon size) of damage I'm taking and the length I'm taking it for, the shields seem to go down faster than they did in 1.2 with the same number of pips on sys.

Hmm.... maybe they started using larger weapons than before? I don't know. Thoughts?
 
Higher ranked npc-s started to use more different weapons like frag cannons, railguns, pa-s etc. And they can actually hit with them now, instead of just shooting in your general direction. So yes, they deal more damage. You can solve this problem easily, just add more scb-s.
Also never had heat issues on python, at least with A7 powerplant, i can empty capacitor using 3 large beams and use pair of scb-s at the same time without overheating.
And it is funny to read posts about how bad is python in combat from somebody using D-grade modules. Are thrusters D-grade too by any chance?
 
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I am using 6A shield generator with 4 0A boosters (max. shields) in my python and I can confirm that 2 sidewinders + 2 eagles can bring my shields down even with 4 pips in them
 
Dont disrespect the Python. A true multirole ship. I love my Python. Everything A rated. The only thing that can destroy my Python is my own stupidity (Proved on at least one occasion).
 
Dont disrespect the Python. A true multirole ship. I love my Python. Everything A rated. The only thing that can destroy my Python is my own stupidity (Proved on at least one occasion).

Totally agree with that!

My stock Python was horrible, weak and difficult to manouver... but currently is almost A-grade (I'm saving for the powerplant... ) and the ship is going better and better with every single upgrade. It really worth spend money in him.
 
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