Suggestion: Combat Python

Would you like to see a Python combat variant in game?

  • Yes

    Votes: 79 43.9%
  • No

    Votes: 72 40.0%
  • Undecided

    Votes: 29 16.1%

  • Total voters
    180
True although imho this build shouldn't be possible:
http://coriolis.io/outfit/fer_de_la...hihih0404040200004a2b2b2725.AwRj4yrI.Aw18aQ==

I mean look at it, 5A shields with boosters and enough hull to go silent running afterwards. Full rails + plasma and A grade thrusters and distributor. The FSD doesn't even need to turn off!
And it still hits just under 400m/s with boost!

For it's price it's very very OP. Although you are correct the FDL buff did come as a result of the FAS. I guess there's a bit of a rabbit burrow here where buffing/nerfing one ship leads to a chain reaction. Maybe balance as a whole needs another pass. Possibly Engineers will balance it but my fear is the above FDL build with a huge beam laser or other hit scan to go with it's rails!

That is a very powerful build. I do recall doing some calculations and the result was that a tanky FDL similar to this has about 15% more "health" than a tanky FAS. My best guess is that Engineers will shake things up somewhat, but I also recall (though I may be wrong) FD saying that they will do a balance pass on all the ships at some point in the future.

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I guess even if they were to tweak the FDL a little, I would rather see it done in some other way than the Power plant.
 
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That is a very powerful build. I do recall doing some calculations and the result was that a tanky FDL similar to this has about 15% more "health" than a tanky FAS. My best guess is that Engineers will shake things up somewhat, but I also recall (though I may be wrong) FD saying that they will do a balance pass on all the ships at some point in the future.

- - - - - Additional Content Posted / Auto Merge - - - - -

I guess even if they were to tweak the FDL a little, I would rather see it done in some other way than the Power plant.

Why do these threads always turn into "Nerf the FDL!" circle-jerks? :(
 
Cuz they don't own one. Lol

I love my FDL, but I'd quite like to fly a combat Python, I think it should be an entirely different ship, like a Python MkII or Military Python.

PS don't nerf the FDL. Lol
 
I voted yes. Ultimately, I would like to see huge variation to be possible in the internal layout of all ships rather than specific new models. A Combat python with excellent sensors, able to resolve stealth ships at much better range than other vessels would be a handy addition to the mix perhaps.
 
True although imho this build shouldn't be possible:
http://coriolis.io/outfit/fer_de_la...hihih0404040200004a2b2b2725.AwRj4yrI.Aw18aQ==

I mean look at it, 5A shields with boosters and enough hull to go silent running afterwards. Full rails + plasma and A grade thrusters and distributor. The FSD doesn't even need to turn off!
And it still hits just under 400m/s with boost!

That build is interesting but I'm not convinced it would actually be as effective as a standard silent build or a non-rail shielded build.. In order to keep up the rate of fire with rails (and particularly hammers) you need a lot of heat sinks and 4 pips to WEAP. Firing 5 hammers on an FDL involves using most of your capacitor and going beyond 100% heat in just one shot. How are you going to keep any pips in shields while doing that? The shield is going to run down quite quickly (especially against other rail-de-lances who do 2/3 thermic damage because you can't put any pips in there and then you're faced with a less than optimal silent build. You'll have no heat sinks left so you'll be left with a terrible rate of fire (and constant module damage) compared to an opponent who can fire their rails at full speed. You also won't be able to stay silent because of the need to get rid of the heat.
 
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For those that weren't around or didn't get to one in time, the pre-nerf python would have completely invalidated the FDL there wasn't a single thing it wouldn't do better.

That being said I would love a combat python that goes a little bit towards that old ship, but I can't see it happening because realistically they are very close already. If you made a combat variant of the python it would either be next to identical to the current one (ie irrelevant buff), or it would genuinely just be better than the full combat ships. I can't see it happening sadly :( but maybe the engineers will let you tool up multi-roles to be a bit more specialised in one area.
 
True although imho this build shouldn't be possible:
http://coriolis.io/outfit/fer_de_la...hihih0404040200004a2b2b2725.AwRj4yrI.Aw18aQ==

I mean look at it, 5A shields with boosters and enough hull to go silent running afterwards. Full rails + plasma and A grade thrusters and distributor. The FSD doesn't even need to turn off!
And it still hits just under 400m/s with boost!

For it's price it's very very OP. Although you are correct the FDL buff did come as a result of the FAS. I guess there's a bit of a rabbit burrow here where buffing/nerfing one ship leads to a chain reaction. Maybe balance as a whole needs another pass. Possibly Engineers will balance it but my fear is the above FDL build with a huge beam laser or other hit scan to go with it's rails!



Yeah, putting 2 smalls in may just about make it but manoeuvrability is a pretty odd subject since the numbers in ED don't always show the true story. Either way I've slept on it and had a think about it and I do believe the Python is a touch underpowered PvP but then again it is a multi-purpose. I thought about how now the Anaconda turns better than the Python...
If I had to re-balance it I'd leave everything as it is but give it slightly better turn rates, not as good as pre-nerf but better than current. This would allow it to have a better firepower and internals (more tanky) but still not as agile or fast as the FDL. With a bit of backwards/FA-off it should then be able to give an FDL/FAS a decent battle.

I can agree on what you said about manueverbility , but don't you think that with some internalst taken away and a higher price tag, essentially making a near dedicated if not dedicated combat ship twice as expensive as the base Python it would deserve to be more capable then the base Python in combat? Of course , I could just be missing the point and you are saying that there is no need for a combat Python, just a slight buff to the current model?

For those that weren't around or didn't get to one in time, the pre-nerf python would have completely invalidated the FDL there wasn't a single thing it wouldn't do better.

That being said I would love a combat python that goes a little bit towards that old ship, but I can't see it happening because realistically they are very close already. If you made a combat variant of the python it would either be next to identical to the current one (ie irrelevant buff), or it would genuinely just be better than the full combat ships. I can't see it happening sadly :( but maybe the engineers will let you tool up multi-roles to be a bit more specialised in one area.

i see your point, but I am trying to get rid of some of the multi role capability in return for some combat capability with this new hypothetical ship.

-CMDR Kbear
 
That build is interesting but I'm not convinced it would actually be as effective as a standard silent build or a non-rail shielded build.. In order to keep up the rate of fire with rails (and particularly hammers) you need a lot of heat sinks and 4 pips to WEAP. Firing 5 hammers on an FDL involves using most of your capacitor and going beyond 100% heat in just one shot. How are you going to keep any pips in shields while doing that? The shield is going to run down quite quickly (especially against other rail-de-lances who do 2/3 thermic damage because you can't put any pips in there and then you're faced with a less than optimal silent build. You'll have no heat sinks left so you'll be left with a terrible rate of fire (and constant module damage) compared to an opponent who can fire their rails at full speed. You also won't be able to stay silent because of the need to get rid of the heat.

To be honest for the pretty short time I used that build I started with an full blown 4 shield pips ram attack and full PA + Hammers to the face before going full wep + 2 engines. Allowed me to Alpha + ram most opponents shields straight away and then bleed the remaining shield I had before going silent. Yeah the shields are not a long term strategy and it didn't always work out against savvy opponents who also have 4 pips to shields. Was quite effective against most player targets though.

For heat sinks I'd generally fire one every 3 shots and just tank the heat damage in the mean time. I did remember that in game the Chaff on that build I changed to HSL's (didn't update my saved build) giving me a total of 12 launchers rather than 4 since I used SR after the shield died.
 
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