Ships FDL and Python, some thoughts

I know there's a bazillion FDL vs Python threads, but I wanted to do a writeup of some of my own thoughts. Beware, long thread!

Python

Conflict Zone Combat

I recently got the 7A powerplant to (again) test the combat abilities. I made two setups, one involving 2 gimballed c3 pulse on top, 2 gimballed c2 mc and a gimballed c3 beam laser on the bottom. The second build is with the pulse lasers replaced by first c3 pulse turrets but then those got replaced c3 burst turrets. The burst turrets worked better since they provided actual damage output. At first, it's hard to determine whether the turrets are worth it since even the burst turrets don't do that much shield damage unless assisted with the beam laser on the bottom. The turrets ended up being useful since their coverage allowed less of a reliance of not only the bottom beam laser (causing frequent overheats) but also the constant "boost fa-off flipping" I had to do in order to even have my targets in sight. The turrets also help with multimobs since the burst turrets are pretty good with assisting with powerplant sniping. With the A7 powerplant, the Python also has one huge advantage over the FDL: the ability to use SCBs with the hardpoints deployed, and having more of them to play with at once. However, this advantage costs you a 51m powerplant and a combat build that probably equals to 5.5m beta insurance (which is probably worse with normal players!). Even with the effective combat build, it felt boring because it felt like I was forcing the multirole ship to behave like a fighter. The Python really wants to have turrets in use. The final thought regarding this is that to have a ship that competes with the FDL, you need twice the funds to do so. I think of the Python as a badass trade ship.

Other thoughts

You don't need to stress the Python's combat abilities in RES because of the spawns, but doing the "boost fa-off flips" is much more dangerous if the need happens. I sadly never got the chance to fight big ship mobs in the RES thanks to the spawns.

With either style of combat above you can 1v1 an annie, but the turrets help more.

I initially tried a budget combat build involving either two class 2 beam turrets or gimbals, along with triple cannons. However, since the beam lasers took a while to drain shields off of larger ships, and the cannons don't do that much hull damage against larger ships and rely on a small hitbox to kill the powerplant, it didn't seem that reliable. I ended up wasting more cannon ammo than I did with the FDL, and it reminded me of when I spammed cannons with my lower tier ships.

Trading is very profitable. I was doing a Imperial Slave/Palladium/Crop Harvester (3 stop loop) route that was feeding me 2m every 30 minutes. The 272 cargo is a beast. However, even with the money flow, trading gets awfully boring. I stopped once I dinged Broker rank.

The cockpit may be more enjoyable to most since you can see more things and less rails, but it doesn't look as elegant as the FDL.

FDL

Conflict Zone Combat

FDL is a reasonable upgrade to the Vulture, but at the cost of a few things. First, you can't exactly do full on pulse lasers and expect it to be awesome since you are now using medium hardpoints. I found it better to have two bursts on the top hardpoints but at the cost of downgrading one of my shield boosters. You can try either beam gimbals on top or even beam turrets on the sides (note: all four hardpoints won't fire at once with the latter), but you may run into heat problems. Once you've figured out the top, the bottom gets tricky since it's a huge hardpoint. You only get two weapons, both being burst damage projectile weapons that only do damage to modules (especially power plant!). The best option for me was the gimballed cannon, since although the PA fries an Annie's power plant in one hit, the weapon's hull damage is so laughable even a cobra will laugh at it. I don't know how a "planetary assault weapon" can't put huge dents in hull percentage since it's a pain to even aim the darn thing. The fixed cannon is worse, but it at least doesn't cost a ton of power to run. The gimballed cannon has two main advantages: it can fire upwards to a point, and when it does it will kiss most powerplants goodbye in two or three direct hits. The problem is the FDL's somewhat reliance on it, which is why you should at least have two burst lasers on top. A disadvantage is that you can't use SCBs with hardpoints deployed unless you sacrifice shield cell banks, which is a bit silly. However, the speed of the FDL allows you to run away just fine to get that SCB popped (protip: Don't turn on hardpoints during the SCB charge, it will cancel out!). Because of the FDL's speed and manueverability, you're essentially flying the Viper's direct upgrade. However, it's also the Viper's direct upgrade for bad reasons, too.

Other thoughts

-RES combat is easy with both Big and Small ships. The FDL can dance circles around the asteriods without the need to use FA-Off and boost flipping. The FA-Boost flip helps somewhat in general, but it's not needed. The acceleration of the ship is too good to bother half of the time.

-Don't bother with cargo.

-Once you upgrade, you're stuck with 13.5 jump range even with the 5A FSD. That, and combined with the stock 8t fuel tank and a class 4 fuel scoop that only allows you to use half of its abilities, travel is a bit of a chore. Because you probably want two 4A shield cell banks, you're stuck either finding a station that allows you to swap the Fuel Scoop with a SCB, or you're stuck with the SCBs and a class 2 fuel scoop. The latter is really inconvenient.

-I found the cockpit to be rather cool. Once you get used to the fact that the cockpit seat is on the right side and you have some weird horizontal rail somewhat blocking the view, the cockpit really feels like that super awesome car you rented for a few days to impress your friends. Oh, and it sounds like a space ferrari. Want to have that cool car in Project Cars but it shoot guns and whatever? This is the ship!

The verdict.

Get both. One for fun combat and the other for a badass trade ship. You may want the Python if you also enjoy the "efficient but boring" combat, but I prefer the borderline "gundamu" feel of the FDL.
 
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"Don't turn on hardpoints during the SCB charge, it will cancel out!)"

Thats a very good point - it caught me out a few time till I realised what was happening. I now have one set of shield cells powered up at the expense of a booster.

For PvE (RES & CZ) I have currently settled on Gimballed Burst lasers and the side (lower) mounts coupled with a Class 3 Gimballed Pulse on the bottom (huge) mount with multi cannons on the top mounts. This setup groups all the lasers closer together for concentrated fire.

I fire all the lasers in one fire group which allows me to strip shields before overheating becomes an issue. I also found that the C3 G pulse only fires if the target is within its gimball range, which means you can control when it fires by moving the target up and down in the firing zone.

I usually try to open the engagement with a laser burst in the best firing zone then as heat starts to rise with the 3 lasers I move the nose up till only the C2 G Bursts are firing - as soon as the shields drop, I open up with the multicannons and burst lasers. Using this setup allows me to control heat as well as keeping the Wep capacitor from discharging completely.

Very good summary of the FDL BTW - thanks


 
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Great thread. I agree about sacrificing one of the 4 size slots for the SCB instead of the fuel scoop. That 8C fuel tank seriously bottlenecks the travel on the ship without a powerful fuel scoop, which you will need a 4 size A or B simply to avoid having to move back and forth within range for fuel scooping to avoid overheating by doing one complete fuel scoop run.

I have pushed my build to the limit both with deployed and retracted weapons as far as harvesting the power availability from the powerplant. I actually kept the 4 PL for the Med HP so I could maintain the 4 A class boosters for 855 shields. It is truly a beast, and since I predominantly focus my time on battle in game, I decided to buy a Clipper actually for PP runs and trading, since I seemingly cannot come to terms over buying a Python. I would most likely lose the Clipper for the Python before ever getting rid of the FDL. I love the thing.

Here is my build:

http://coriolis.io/outfit/fer_de_la...4a335d6b4v.AwRj4yrI.EwBhEYy6bZ3kA===?bn=FDL 1

I was able to work in two SCBs, but one 4A and one 1B for 224mj recharge. Honestly, since I only play for PvE, and never PvP, this SCB set up is more than sufficient for me considering with exception to CZ's or combat based zones in PP, my shields never go down more than one ring. Sometimes in the combat zone type environments, particularly PP or High Intensity, I will get ganged up on by 4 to 5 larger ships, which will waste away my shields with constant barage of fire. However, short of those infrequently experienced situations, I have rarely needed to employ my SCBs.
 
I loved my Ferdie. Think I spent more time flying it than any other ship. But in the end the jump range and the power issues crippled me just too much. As soon as I got enough money for a kick-ass Python I changed. Sure it's a little sluggish. And the way even 6A shields melt at the side of the FDL is a little alarming at first. But once you get used to it... and using SCBs where necessary...it's all fine.

Weapon wise I'm greedy. I like an easy life. 2 gimballed C3 beams on top and a third on the belly. Couple of Hammers on the medium ports. I run 2 of the C3 beams on one fire group along with a KWS. Using a A7 distributor you can pretty much keep your finger on the trigger until you run out of juice and just avoid overheating. This alone is usually enough to take out everything upto a viper so is ideal for the nippy craft you can't normally hunt down so easily in a Python. For slightly bigger craft you might need a cool off period. But if it's bigger than an Asp then once the shield are down I flip to fire group 2. I can definitely keep my finger on the trigger of the belly beam now and not run out of juice or overheat - all the time doing module damage - until I draw a bead with the Hammers... Then most things die pretty quickly.

Thing is...while satisfying, its just not as FUN as the FDL, and part of me keeps reading the Clipper V Python thread and wondering whether it's worth chancing going with a Clipper and an FDL? I can't currently afford to do an FDL justice if I keep the Python. Or wait and see what the Federal Corvette brings.
 
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