Submit, high wake.
Low wake, even. The few ships that can mass lock a Python are generally slower anyways.
Low wake, even. The few ships that can mass lock a Python are generally slower anyways.
Submit, high wake.
Low wake, even. The few ships that can mass lock a Python are generally slower anyways.
well I just don't want to have to choose between those two. Should have both. It's a big ship OK?
But surely the pirate cannot be a pirate, without cargo space as well? He also has to make sacrifices for cargo space, just like the trader. Probably going to want a decent limpet controller somewhere too.
My 'combat trader' python also has the largest slot reserved for heavily engineered shields, and I have one SCB, but don't have the heatsinks for any more majik healing potions, and neither should anyone else now, that was all changed a while back if I remember correctly, so people shouldn't be stacking multiple SCBs, instead now we concentrate on base shields and resistant boosters. Python needs to be brought in line with the other mediums now that shield tanking is the thing.
What would be your reason to rethink the python utility slots?
In answer to the now non-nerfing of shield boosters, please can Python have a buff?
It's very difficult for traders when interdicted by ships that are over powered and are only rigged up for combat violence, to compete.
Give traders a fighting chance.
Why not put it here:
Yes, I have standard 6A G5 thermal resistance, is futile, with only 3 x G3 resistance augmented boosters, but only one slot left for either chaff or heatsinks, well I just don't want to have to choose between those two. Should have both. It's a big ship OK?
These days I am leaning toward more standing and fighting though, until my shields are down, then sir robin. But would rather not run away all the time because otherwise game is no fun.
I don't believe that the Python needs a buff in the slightest. I use it for trading, combat, and pretty much everything except long range missions - it copes with them all admirably. I can run when necessary, and fight if I'd rather do that.
Have you engineered your Python at all?
Pirates will typically be more combat built as they need less cargo, but to be honest, a well-constructed trade/combat Python should be able to stand up to many smaller pirate builds even as stands currently.
I would guess it will take you some flight development, engineering and loadout consideration, but there's nothing stopping the Python doing it at present. As I reference above, it has huge firepower for a med ship.
Not just Python utilities necessarily...
In this context, you're equating utility slots with raw shield strength, but that isn't true. Utility slots, as suggested, bring a huge level of utility to a ship, and are utterly essential to most combat builds.
The FDL has many advantages but being the only viable med combat ship with 6 puts it on its own level before you even discuss anything else. Being able to bring 4 x resistant shield boosters AND double chaff to the party, or heat sinks, or even 6x heat sink for SR builds, basically gives it more substantial survivability in ANY kind of combat build.
Yes its very engineered, still wouldn't use it over an FDL in Wing PVP.
Do you know why in Wing PVP everyone focuses the fool who brings a Python?
Because no matter how much you engineer it, its squishy compared to other either stronger or harder to hit options.
I miss seeing Pythons in PVP.
Yes its very engineered, still wouldn't use it over an FDL in Wing PVP.
Do you know why in Wing PVP everyone focuses the fool who brings a Python?
Because no matter how much you engineer it, its squishy compared to other either stronger or harder to hit options.
I miss seeing Pythons in PVP.
In answer to the now non-nerfing of shield boosters, please can Python have a buff?
It's very difficult for traders when interdicted by ships that are over powered and are only rigged up for combat violence, to compete.
Give traders a fighting chance.
You must be talking about PVP, right? I've never "accepted" a PVE Interdiction in which I didn't want to participate. Is the difficulty of the interdiction mini-game different (harder) in PVP?
Le sigh.. Science Time.
Right... Firstly if you count a ship as PVP viable because it can tank long enough to high wake, you have instantly made most ships PVP viable. Hurray! Job Done.
If you count a ship PVP viable, if it can stay in a wing fight and return enough damage to make bringing it worth while, before its either exploded or has to run away.
You are in a very different limited group of ships.
I should start with I love my Python, which is why I know its not PVP viable.. because I have tried and with god roll engineering.
The build that makes the most sense is a thermal shield, 3 Heavy Duty boosters and a Heat Sink.
With god rolls you will have ok but not great resistance and about 1200MJ of shields, then lets assume you double bank the 2 x 6A's or if you are able/brave you could triple bank with 5B.
You have a much larger, slower profile than FDL's, less shielding than the Big three and unlikely to be turn enough to keep guns on a boost splurging FAS. ( All while being lock broken to heck )
So while you do have a decent amount of damage you can put out via the strong set of hard points, you need to keep them on target with no pips to engines.
As soon as a Python starts to bank, its done.
Cascade rails will reduce the 740MJ of available charge ( assuming you double bank, triple banking is either a risk or a waste because its nearly your entire shields worth of charge. So if you bank early you waste charge, bank late and you risk early death )
That is when it gets its 4 charges that you can cool with your engineered heat sink, 5 charge and things get interesting in a PVP situation.
If you are truly insane you could even try switching cells stacks and triple banking the C5s and C4, while you ship dies from the inside.
Having 6 Utilities still probably wouldn't make it a strong choice but it would shorten the gap a little.