Python weapon load out noob question

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! :)

Thanks for the feedback :)

PvP
You are of course right with your remarks. I fully realize that this loadout will not stand any chance against a PvP build "loaded for bear" ( ...and even if it did, I have no illusions about my piloting skills, against a half-decent PvPer I am dead anyway :) ).

I just want to build a ship that is useful for things other than pew-pew but is still protected enough that I don't have to be afraid of every hollow triangle I see in open :)


More Module Protection
Good point, thx. I was reluctant to take module reinforcements in size 3 slots, because the 65 Integrity the 3D Module Protection package gives seem a little low compared to 260 Hull Hitpoints of the 3D HRP. But you are probably right.. the hull hitpoints dont mean a lot when the drive is dead..
 
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More Module Protection
Good point, thx. I was reuluctant to take module reinforcements in size 3 slots, because the 65 Integrity the 3D Module Protection package gives seem a little low compared to 260 Hull Hitpoints of the 3D HRP. But you are probably right.. the hull hitpoints dont mean a lot when the drive is dead..

Remember that you can engineer your hull for more straight hull points. Whereas modules are tougher to armour, hence my personal preference for module protection and an engineered hull. Well... TBH my preference is never letting the shields down and running like heck if they do! [yesnod]

If you're building for an all-round PvE, that's cool. I do similar things with some of my ships because running from every NPC interdiction is pretty dull. I just wouldn't want you to feel that it might be good at PvP [or a high intensity CZ] and then face a rebuy screen within ten seconds. Those boys and girls don't mess around, and there's no kill like overkill!
 
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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.

Phasing hits hull, not modules...
 
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!

I've toyed with this loadout and agree it's powerful and more importanly it's fun because it mandates that you get up-close and very personal - but I was out of ammo every 5-10 minutes with the frag cannons even when only using them on hull.

I think they doubled the ammo capacity in the last patch but I'm assuming that still means they're only for assassination missions or occasional defence when interdicted. Surely in a REZ or CZ you're either chewing up materials for synthesis all the time or you're having to bug out to a station and rearm constantly?

With CZ's and REZ farming, I mode-switch until the RNG gods give me a good one with the right sort of spawns (anacondas galore in the REZ's and lots of small targets for quick kills in the CZ's). You don't want to leave and despawn that whole instance once you've gone to the trouble of finding it!
 
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PvE my Python is a bit of an oddball - I run an all-fixed-beam loadout simply because it's fun and it works for me. I wouldn't dream of using that in a serious PvP fight except for maybe supporting fire in a wing. On one occasion its high alpha was sufficient to make a hollow blip back off long enough for me to escape when I got caught in an awkward place (my pre-prepared high-wake bolthole got obscured by a planet as I got interdicted) but that was strictly "one pass, haul (donkey)" If I was expecting to fight other players I'd go with heavy kinetics, lighter thermals and the rest of its internals would definitely NOT be configured primarily for haulage and passenger mission-running! As it stands, though, it's perfectly adequate to withstand what most NPCs dish out while lining up the sizzle to put an end to the engagement. :)
 
Reporting back after a few hours of playing with different weapon loadouts on the Python. (Everything below is PvE only, I realize that loadout is probably not very good for PvP).

I was trying to find something that made the Python feel like the big ship that she is (rather than an oversized dogfighter) and I finally ended up with this:

1x Class 3 Fixed Beam; under the nose (Mod: Long Range)
2x Class 3 Burst Turret (Mod: Efficient)
2x Class 2 Multicannon Turret (Mod: Efficient)

Yes, turrets. It may sound odd but it works amazingly well for me:

I use the fixed beam as the main gun. The long range mod allows me to pick fights with far away targets without wasting any damage. Keeping the beam on target while I approach usually strips a good portion of their shields before they are in range to fight back.
With 2 Pips in WEP and a Grade 5 "Charge Enhanced" Power Distributor the turrets can fire forever and they are great. They make short work of small and medium targets as long as one manages to keep the opponent in front or straight above (which is not hard to do).

I was just in a CZ and it plays like being the commander of a battleship. Sure, more of a hands-off approach but really fun. Its like telling the ship "Ship, I don't like this Cobra", the ship goes "YES MASTER" and 10 seconds later the Cobra explodes :D
 
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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......

The two C2 hardpoints: gimballed c2 laser weapon of your choice. On the C3 under the chin: gimballed C3 laser of your choice. On the last 2 c3 hardpoints: gimballed MCs.

This is what I run and it works quite well.
 
If you are just running missions and gathering mats with your Python. Then 2 beam/pulse/burst and 3 multi's are perfect for slaying enemies of your faction, or pirates. No need to get complicated. You could easily stay the course for a 108 massacre mission too, with a little situational awareness.
 
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