Good Python PvE weapon loadout?

I've been running with twin large gimbled beams, one large gimbled MC, and two medium gimbled MCs.

However, I feel that something isn't right about this...too much power use for the damage inflicted, too much heat etc. So I've replaced the two medium MCs with railguns and reassigned the remaining MC to the primary trigger (so it fires with the beams) and have the RGs on the secondary.

Advantages: much damage. Also it's teaching me to actually aim.

Disadvantages: primary trigger is now getting through power faster (three weapons firing, not two). RGs are toasty.

I'm tempted to replace the beams with pulse or burst.

Thoughts?
 
I've been running with twin large gimbled beams, one large gimbled MC, and two medium gimbled MCs.

However, I feel that something isn't right about this...too much power use for the damage inflicted, too much heat etc. So I've replaced the two medium MCs with railguns and reassigned the remaining MC to the primary trigger (so it fires with the beams) and have the RGs on the secondary.

Advantages: much damage. Also it's teaching me to actually aim.

Disadvantages: primary trigger is now getting through power faster (three weapons firing, not two). RGs are toasty.

I'm tempted to replace the beams with pulse or burst.

Thoughts?

I'm running a very similar setup: Two fixed large beams (lvl 5 efficient), one large MC (gimballed, lvl 5 overcharged), and two medium (gimballed) MCs, both overcharged lvl 5 (one corrosive). Beams on one trigger, MCs on the second.

I can't say I've had problems with capacitor drain, but then again, it's a 7a PD with lvl 5 charge enhanced. The power plant is a 6a w. overcharge lvl 1 (much cheaper than a bigger PP & lighter, after all...).

Before that, I ran a similar setup, except with a pair of large pulse lasers (fixed, both rapid fire lvl 5, w. scrambled/phasing). Also neat, in spite of the jitter. Damage is excellent, as well, but I like beams better -- for some reason, it's easier for me to aim them.
 
Beams have a definite "you didn't want those shields, did you?" quality about them.

I should point out that I'm mostly non-Engineered except for FSD and thrusters. I've been avoiding weapons Engineers until I'm happier with Engineering as a whole.
 
You thought your weapon loadout was using too much power and producing too much heat.
Then you replace the weapons that use almost no power, generate very little heat and generally do a lot of damage/energy with something that produces even more heat.
Maybe you should address what's really causing the problem: Beams.
Beams are very inefficient weapons and generate a lot of heat. You're better off using burst lasers.
 
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You thought your weapon loadout was using too much power and producing too much heat.
Then you replace the weapons that use almost no power, generate very little heat and generally do a lot of damage/energy with something that produces even more heat.
Maybe you should address what's really causing the problem: Beams.
Beams are very inefficient weapons and generate a lot of heat. You're better off using burst lasers.

Oh I'm fully aware that RGs are heat monsters, but I was curious about replacing the beams. I think I'll go over to burst for a while and see how that pans out.
 
My own is 3 gimballed large MC (overcharge) and a pair of burst turrets. Seems to work for me, with the caveat of course of having to watch ammo consumption.
 
Also, it's generally better to use your smallest hardpoints for anti shield weapons and your larger ones for anti hull, as you do not need a high Armor piercing value to shoot down shields.
I suggest using 2 med burst, 1 large burst and 2 large MC.
 
X3 large pulses with Overcharged & Scramble Spectrum
X2 Pack launchers with High Capacity and Overload munitions

Pulses are low enough energy draw and good damage and spamming pack missiles never stops being fun.
 
3x gimbal beams, engineered G5 efficient and 2x plasma. Very little problem with heat and power. I have plenty of power available to fill my utility slots with shield boosters.
 
2xM beam turrets, 1xL gimballed beam all on Trigger 1
2xL Multi's on Trigger 2
All beams must be efficient for this to work.
 
Also, it's generally better to use your smallest hardpoints for anti shield weapons and your larger ones for anti hull, as you do not need a high Armor piercing value to shoot down shields.
I suggest using 2 med burst, 1 large burst and 2 large MC.

Yeah this is solid advice.


You dont need a lot of laser (although i do love a laser heavy loadout !) because the hull requires a ton more work and lasers dont really cut it.


I use fragment cannons and packhounds for hull smashing and burst lasers to bring down shields.
 
I think I'll go with the burst lasers in place of beams and see how it goes. One thing I'm liking about the RGs is that I'm having to alter my combat strategy to a much more "right down their throats" approach, which seems to be paying off - last night I killed my first ever NPC Anaconda single handed. Well, technically I had help from a couple of Feds during the last 30s but it was a foregone conclusion by that point.
 
Personally, and entirely for fun, my Python runs 3 large efficient pulse lasers, and 2 Packhounds, with high capacity mods.

Effective? Not really.
But it's fun.

Actually, they kind of are.

Scramble spectrum pulses causes module malfunctions and pack hounds are good at taking out external hull modules and weapons and the latter weapon guarantees multiple hits.

It's not a quick-kill weapon but useful against powerful opponents.
 
Actually, they kind of are.

Scramble spectrum pulses causes module malfunctions and pack hounds are good at taking out external hull modules and weapons and the latter weapon guarantees multiple hits.

It's not a quick-kill weapon but useful against powerful opponents.

Packhounds are one of those Things you get from ranking with somebody or other, yes?
 
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