Python weapon load out noob question

Have I been a complete noob for the last few months with weapon load out? Rhetorical question, yes of course I have.

The question relates to using class 2 or class 3 burst lasers.

Having read threads, I am running the following... I copied a recommended load out.

tuhX2Rr.png


however in another post today it struck me that some were running the following. Basically in the first, the bursts are the class 3 weapons, and in the second they are the class 2 weapons.

zVN24rM.png


In the second load out, the damage per second on the bursts is the same, but you get better damage with the multi-cannons.

So should I run the second load out - apart from a slight drop in ROF (but DPS is curiously the same) then I am left wondering why bother with class 3 bursts?

Could of course just try it out, but I don't want to a) waste credits, b) end up in a fight I lose or c) admit I haven't a clue what I am doing and should return to the sidewinder

It's a Python load out, by the way.

Confused......
 
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A) Laserz (thermic) against Shields
- Shields have no hardness factor (that is all laserz do full damage against any size of ships)
B) MCs (kinetic) against Hull
- Hull has hardness factor, simplistic spoken small weapons do less damage gainst medium ships and even more less against large!

Because of that: Kinetic in Class 3 and Thermic in Class 2
Note, Engineered weapons with special modifications can differ!
 
Large centre hardpoint - class 3 multicannon
2 outer large hardpoints - class 3 beam
2 outer med. hardpoints - class 2 multicannon
 
Have I been a complete noob for the last few months with weapon load out? Rhetorical question, yes of course I have.

The question relates to using class 2 or class 3 burst lasers.

Having read threads, I am running the following... I copied a recommended load out.

http://i.imgur.com/tuhX2Rr.png

however in another post today it struck me that some were running the following. Basically in the first, the bursts are the class 3 weapons, and in the second they are the class 2 weapons.

http://i.imgur.com/zVN24rM.png

In the second load out, the damage per second on the bursts is the same, but you get better damage with the multi-cannons.

So should I run the second load out - apart from a slight drop in ROF (but DPS is curiously the same) then I am left wondering why bother with class 3 bursts?

Could of course just try it out, but I don't want to a) waste credits, b) end up in a fight I lose or c) admit I haven't a clue what I am doing and should return to the sidewinder

It's a Python load out, by the way.

Confused......

Funnily enough, the first loadout is the one I run on my Python. It works spectacularly, especially if you get one of the multi-cannons a good Corrosive Shell mod, and of course overcharge all 3. Phasing Sequence works well on the burst lasers, as you can get started taking out your foe's powerplant while lowering their shields at the same time.
 
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The most effective loadouts use the smaller hardpoints are for disabling shields (beams/lasers), the larger hardpoints for hull penetration (multicannons). With engineers modifications I'm sure other loadouts can be just as good.
 
The most effective loadouts use the smaller hardpoints are for disabling shields (beams/lasers), the larger hardpoints for hull penetration (multicannons). With engineers modifications I'm sure other loadouts can be just as good.

^^ Pretty much this is my rule of thumb.

I'm currently running 2 x Medium Beams (shield stripping), 2 x Large Multicannons (hull ripping), and 1 x Large PA (mostly missing).
 
^^ Pretty much this is my rule of thumb.

I'm currently running 2 x Medium Beams (shield stripping), 2 x Large Multicannons (hull ripping), and 1 x Large PA (mostly missing).

LOL Yeah, those PA's take a good bit of practice to aim well. I'm looking forward to building: https://coriolis.edcd.io/outfit/fed...212020605033cB1fr2b2bm727m3.AwRj4yso.Aw18RQ==. for laughs. I expect it to glow white-hot right after it fires, but I wager it will look spectacular when it hits something.

For the Python though, I'm a 2x Medium Beam, 3x Multicannon fan myself.
 
LOL Yeah, those PA's take a good bit of practice to aim well. I'm looking forward to building: https://coriolis.edcd.io/outfit/fed...212020605033cB1fr2b2bm727m3.AwRj4yso.Aw18RQ==. for laughs. I expect it to glow white-hot right after it fires, but I wager it will look spectacular when it hits something.

For the Python though, I'm a 2x Medium Beam, 3x Multicannon fan myself.

Yeah, that's what I usually have on it. The PA is my rather lame attempt to learn how to use it. I might save it for the FGS though. LMAO at that weapon loadout. looks fun :)
 
Man up and FRAG UP.

Double Shot Frags on the 3 Large, and a couple lasers of your choice .

all above = FUN!
 
I recently switched my python from similar to your layout one over to layout two, and it does make a fair difference to how quickly you can eat through hull. So I'd go with the large MCs.
 
Ahhh.. wrong website used, thx for pointing that out guys :)

And I'm going to have a good read and play around with your suggestions - dipping into my wallet is never enjoyable but will do today.

Excellent advice as normal :)
 
Confused......


Pro tip 1: Don't copy load-outs. It is far better to inherently understand the concepts behind builds and then develop your own. They will be better, because then they will be better suited to your play style. Plus - when it works - you get the satisfaction of getting a proverbial A+ without having copied someone else's homework. Theory-crafting is over-rated anyway.

In this case, you've been led astray by numbers. Raw DPS is not a great measure of efficiency. In this case it is because it ignores the armour mechanic.

Simple explanation: Big ships have more armour. Armour reduces the damage you do. Bigger [class] guns are better at reducing the effects of armour. ergo, when shooting at a hull you should use big weapons. In contrast, shields don't have armour and so it does not matter what class weapon you use for paggering shields. As your anti-hull weapons are MCs, then your MCs should be large and the burst lasers small.

Hope that helps a bit.

Never be afraid to experiment with load-out (assuming rebuy is covered!), as you don't lose money when you sell guns. Finding what weapons work for your own play style is 'the best' build.
 
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Pro tip 1: Don't copy load-outs. It is far better to inherently understand the concepts behind builds and then develop your own. They will be better, because then they will be better suited to your play style. Plus - when it works - you get the satisfaction of getting a proverbial A+ without having copied someone else's homework. Theory-crafting is over-rated anyway.

In this case, you've been led astray by numbers. Raw DPS is not a great measure of efficiency. In this case it is because it ignores the armour mechanic.

Simple explanation: Big ships have more armour. Armour reduces the damage you do. Bigger [class] guns are better at reducing the effects of armour. ergo, when shooting at a hull you should use big weapons. In contrast, shields don't have armour and so it does not matter what class weapon you use for paggering shields. As your anti-hull weapons are MCs, then your MCs should be large and the burst lasers small.

Hope that helps a bit.

Never be afraid to experiment with load-out (assuming rebuy is covered!), as you don't lose money when you sell guns. Finding what weapons work for your own play style is 'the best' build.

Excellent advise, and some the OP would do well to take up.

I am not a number cruncher and could not tell you best Damage v best DPS v Least PD draw v Power req.

I make up a loadout which is easy for ME to use, go blow some things up, you know the really BIG THINGS, if they blow up quicker than the last loadout, i note it down and use it later, until the next best thing at blowing things up comes along.

Currently for example, and as previously posted, i am using 3 Fixed Frags on the large and 2 medium Efficient beams......Blows things up quickly and who the hell knows the numbers!
 
After a longer absence from the game I am back and am currently fiddling around with a Python build. I want to go for a hauler/mission runner with PvE focus, but I would like it to not be completely helpless against players (which I know is probably an impossible goal, but I like to try..)

This is what I have so far: http://www.edshipyard.com/#/L=A051,...34vmfaswOgwqE0AA00AA87iM025S04_w113q013q01IM1

The engineering upgrades are the ones I currently have (needs more work of course, but I have not unlocked all the Engineers yet).

Quick note on Shields
For the shields I went with Boosted Bi-Weave with high thermal resistance. When shields drop I plan to disable the shield boosters (should get shields back up in about 20 sec). The SCB without heat sinks is kind of experimental and might not work well. But I want to give it a try.

Weapons
Currently undecided. I see the Python as impractical for dogfighting smaller ships. For dealing with smaller opponents I want to use some turrets (currently C2 Pulse turrets, which I hope will also be useful for harassing bigger ships). The fixed C3 beam is the main gun, meant for dealing with the shields of bigger opponents. For hull damage I added 2 gimballed class 3 Frag Cannons. I am not a big fan of gimbals in general as I don't like their vulnerability to chaff. But as Frag Cannons are close range weapons anyway, I hope the effects of chaff will be negligible.

I have not actually tried the weapons loadout in the game so far (plan to do this tonight).

I would love to hear opinions from people more in the know about the current state of the game :)
 
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I would love to hear opinions from people more in the know about the current state of the game :)

This is going to be a coffin in PvP. You have enough confidence in it to engage, but not a ship that'll survive, I'm afraid. It's fine for PvE, but I honestly don't think one can confidently engage in PvP without loading for bear, and that means larger shields and SCBs, plus a ton of engineering. You're currently toting probably less than a third of the 'full' shield strength (shield+resists+boosts+SCBs) that can be mustered. Having a third of the HP of a foe and a less agile vessel is not a wise engagement.

As a more specific note, module protection instead of one or both of those HRPs might be a better bet for PvE.

But for PvE... if you like it, and it works, then it's good! :)
 
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