Be honest everyone. Who will most likely purchase the Python MkII..?

Odd ship. 4 large + 2 medium hardpoints, 6 utility slots. So one more large plus 2 utility slots. Python II degrades both power plant and distributor slots from 7 to 6. Optional internals are really stripped, 6-4-3-2-1-1-1, that's a major downgrade (Python I has 6-6-6-5-5-4-3-3-1-1). No trader obviously, but likely a stealth fighter or something that makes sense elsewhere. What might be the special ability?
That's not only worse optionals than the Python or Kraits, but also worse than the Asp (6-5-3-3-3-2-2-1) and roughly equal to the Keelback (5-5-4-3-2-2-1).

The extra hardpoints and utilities suggest combat - but then the things that the Python 1 did well in combat (ridiculous power capacity, plenty of space for SCBs or hull reinforcements) it doesn't have. 6/6 plant+distro is pretty standard for a medium combat ship and isn't bad, of course, but when the Krait Phantom gets 7/7 it seems odd for the Python II not to.

I wonder if the main confusing bit is just it being called the Python II which sets up expectations of multirole/hardened freighter performance. If it was the Fer-de-Lance II then it'd have marginally better internals, an interesting variation on the hardpoint layout, no expectation of military slots, the SCO advantage, paid for with perhaps a bit of a larger hitbox and worse flight performance: parallel to the Viper III and Viper IV perhaps.
 
In the test server the FSD SCO is available at all grades and is engineerable, I assume that would be all the normal FSD options/experimentals. I only watched a small portion of Ghost Giraffe's stream to see some more details but the SCO is definitely more stable. I can't say for sure if the other FSD SCO sizes/options are compatible with the other ships, but I would assume so as also the engineering ability. It also looks like the FSD OCA A rated jumps further by default than the standard FSD, which I think is interesting as currently it looks like the other FSD might just be obsolete unless there is a downside, apart from expense, that I'm unaware of?

I can't really talk about the module options being good/bad as that's not my forte, but I agree with others who say that this looks like it could be a good Titan Runner. However, I do also agree that the internals do look a bit skimpy for the size of the ship, it would be good to know if it can fit a fighter bay also, my guess is no. Still buying it as I love SCO.

If the A rated SCO goes live as Engineer-able then it's going to basically be best in slot for Open play in hostile environments, honestly. PG/Solo it'll still be useful for speeding things up, but mostly out of convenience rather than actually outplaying someone trying to PK.
 
Does the early access come with a pre-built ship, meaning you also get the 0-rebuy in addition to the access itself?
Hmm... yes, but only with standard E rated modules like any other ship you buy... But with 0 rebuy if you don't swap the modules... :rolleyes: 🤣

And the "real" per-built ship with ship kit and that red paintjob is about 33k Arx... 🤪
 
I wonder if the main confusing bit is just it being called the Python II which sets up expectations of multirole/hardened freighter performance. If it was the Fer-de-Lance II then it'd have marginally better internals, an interesting variation on the hardpoint layout, no expectation of military slots, the SCO advantage, paid for with perhaps a bit of a larger hitbox and worse flight performance: parallel to the Viper III and Viper IV perhaps.
Definitely the name Python is misleading, it's not a Python, it's not a multirole ship with combat focus like Krait MKII, it's not even a combat ship with some multi-role capacity like Chieftain. But then, there is real-world examples of a MKII of something being a completely different design: https://en.wikipedia.org/wiki/Tupolev_Tu-22 and https://en.wikipedia.org/wiki/Tupolev_Tu-22M

I will not rush to get one now, but I will for PP 2.0. Maybe earlier if I get convinced that I have a role for it that doesn't involve ganking🙃

But I am very excited about grade A SCO drives if shown stats are final and we get to engineer them:p
 
... and, it failed for me, as a fighter it is too limited, for anything else, I'm not convinced..

Hope someone buys it!

I do like the hardpoints. I think its a unique configuration (no other ship has 4 large and 2 medium) and they are well positioned.

The rest is... ok. Not sure we needed another fighter ship, we have loads.

But i'll get one and probably configure it as a fighter, because why not, and hell, i've used a Beluga as a combat zone ship in the past and even don't mind flying the Crusader in combat despite most people dumping on it.
 
But no fast boot? And no ability to add fast boot?
That's a bit of a drawback, but one I can live with :) On the other hand, for pure PP 2.0 combat build fast boot instead of increased range would still be good enough.
If engineered better than the V1 FSDs from some preliminary math even before taking into account the higher max fuel consumption.
Yup. G5 long range, mass manager on that drive gives 1894.1 tons optimized mass. Together with extra .2 fuel per jump my long range Phantom will have about 2 extra ly of range--70.something vs 72.something.
 
To be honest, I expected multi-role ship and it instead is kind of combat ship where Ian's thought about kind of FLD2 is much more fitting. Personally I was ready to go for early access, but really not sure right now ... combat is not exactly a priority which I would like for a new ship ...
 
That's a bit of a drawback, but one I can live with :) On the other hand, for pure PP 2.0 combat build fast boot instead of increased range would still be good enough.

Yup. G5 long range, mass manager on that drive gives 1894.1 tons optimized mass. Together with extra .2 fuel per jump my long range Phantom will have about 2 extra ly of range--70.something vs 72.something.
It would be a 'I win' button though with both SCO for SC scooting and fast boot for when Jimmy Spanker comes knocking.
 
That's a bit of a drawback, but one I can live with :) On the other hand, for pure PP 2.0 combat build fast boot instead of increased range would still be good enough.

Yup. G5 long range, mass manager on that drive gives 1894.1 tons optimized mass. Together with extra .2 fuel per jump my long range Phantom will have about 2 extra ly of range--70.something vs 72.something.

Sounds like we can add Fast Boot, from what I've been told and seen on youtube. So SCO + Fast Boot is probably coming.

Also, I'm not sure people have realized yet that this ship (Assuming OC Multis with Auto Loader) will have about 93% of the DPS of the Corvette, but on a medium platform. It's only 1 medium and 2 smalls shy of the Type 10 in terms of firepower, but it's actually going to be able to turn. Using all frags with OC+Screening it's going to hit 412.726 sustained DPS, which is honestly pretty insane considering it will be on a medium.

This ship is going to be a combat monster.
 
I haven’t had a chance to see anyone streaming it so I’ve only seen the internals layout. I’m curious to know if there’s much difference between the two Pythons internal modelling, different cockpit with a familial feel, totally different or a simple cut and paste?
 
My rather twisted imagination brought up a possible scenario...

Board "This space game is costing a lot to keep going, barely making a profit"
Management "We have an idea that may make more profit"
Board "Really? Pray tell..."
Management "We sell shiny things players may want for money, we could make millions!"
Board "Make it so!"
Management "Give us a couple of weeks, we'll get started"
Board "If it doesn't succeed, pull the plug in December"
Management "As you say"

I wonder just how close that is to the truth?

Pretty much the same scenario crossed my mind as well..
 
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