Is the Python MkII worth trying ...

Worth going for composite armor for Mk2?
I'd second that. It is a shield tank, so you're going to be relying on shields rather than the hull, although it's worth having something in reserve in case of accidents.

Besides, it's not out of the question that you might come up against NPCs doing phasing damage.
 
Worth going for composite armor for Mk2?
I've not bothered as even taking on Spec Ops + Captain simultaneously in a High Intensity CZ didn't trouble the shields (Bi-weave Therm/Fast with 6 (3 Resist + 3 Heavy) boosters). I did throw a size 3 Guardian Shield Reinforcement on as well at first but really just to fill the slot that I usually use for an Interdictor when Bounty Hunting.

Wing Assasination missions against the Elite FdL & friends aren't a problem either as the Python MkII is nimble enough to avoid a lot of the incoming fire, even with FA On most of the time.
 
Wing Assasination missions against the Elite FdL & friends aren't a problem either as the Python MkII is nimble enough to avoid a lot of the incoming fire, even with FA On most of the time.

Especially since the wingmates of said Elite FdL have been affected by the NPC Wingman Bug for several updates' worth of time now, I mean they won't even shoot at you while the main target is still alive (unless fdev have fixed that bug with this latest update which I did not check).
 
Especially since the wingmates of said Elite FdL have been affected by the NPC Wingman Bug for several updates' worth of time now, I mean they won't even shoot at you while the main target is still alive (unless fdev have fixed that bug with this latest update which I did not check).
Yes if you want everyone to join in the fun you have to shoot each one to turn them red*. As they're usually Vultures or similar with thermal weapons they're not going to do anywhere near as much damage to your Thermal Resistant shields as the Pirate Lord though.

* Sticking your tongue out sometimes works too.
 
I've not bothered as even taking on Spec Ops + Captain simultaneously in a High Intensity CZ didn't trouble the shields (Bi-weave Therm/Fast with 6 (3 Resist + 3 Heavy) boosters). I did throw a size 3 Guardian Shield Reinforcement on as well at first but really just to fill the slot that I usually use for an Interdictor when Bounty Hunting.

Wing Assasination missions against the Elite FdL & friends aren't a problem either as the Python MkII is nimble enough to avoid a lot of the incoming fire, even with FA On most of the time.

Overall shield output/recharge on Py2 is really solid, so I figured out I'll skip the armor cladding and will simply go lightweight with heavy duty + one small hrp to have overall 1000 points of hull.

Speaking of shields how much do you have on your build? share a build perhaps.
I'm a shield/SB engineereing part right now... Thermal or reinforced...

What do I look for is a solid ship for conflict zones.

In terms of armament I went for 3x multi, 2x multi (upper half of ship, all short range) and bottom hard point is g3 fixed beam with long range, this setup works pretty all right.
 
This is what I started doing the High CZ with, before I just swapped back to having the FSD booster and Interdictor in the 4 and 3 slots:


This was based on the Stellar, so I stuck to the included parts where possible. The rails are the double-engineered ones FDev gave us.
 
I certainly plan to buy one, now we're able to with Credits. However, I'm not quite sure what I'll do with it, nor what it'll lend its self to in particular. What existing ship of mine might it replace, and in what role? Will I end up just buying one then doing the usual tweaks to it? FSD (but a SCO one this time of course) some armour, tweaked shield, engineered weapons, Drag Drives... oh, have I just made another combat-oriented vessel by mistake? It may well excel in this role, but will it be better than my Corvette? More fun than my Krait II, or more challenging than any number of small and medium "just playing around" builds I done? I wonder.

I will buy one, but I really don't know what for. Perhaps it's just a joy to fly, like my original (Still have it) Asp Explorer back in the day, or indeed my Type 7 (still got it)... I guess the answer is buy one and see... :) The good thing is that I can tinker more without the impending spectre of the grind-doom of material gathering in my future. Really must try out the new material gathering stuff first, make sure I'm topped up on stuff I need. That's a good starting point... maybe try that in an unengineered Python Mk2, what could possibly go wrong?
 
I'm not quite sure what I'll do with it, nor what it'll lend its self to in particular.

Easy: it's a combat ship, and a pretty good one at that.

Not better than the FDL, but it's pretty close, a viable alternative even in wingfights, which cannot really be said of any other type of a ship in this game.

It's also quite good at killing those 45785335788 shield HP Cutters in Open. :)
 
Easy: it's a combat ship, and a pretty good one at that.

Not better than the FDL, but it's pretty close, a viable alternative even in wingfights, which cannot really be said of any other type of a ship in this game.

It's also quite good at killing those 45785335788 shield HP Cutters in Open. :)

Thanks. Do you have a configuration to share? My regular Python was related to passenger runs ages ago... it's still parked out near Robigo if I remember rightly.
 
Thanks. Do you have a configuration to share? My regular Python was related to passenger runs ages ago... it's still parked out near Robigo if I remember rightly.

No EDSY/Coriolis link rn, but: 6-booster prismo + 1 gsrp = approx 3800 upfront shield hp. More with 2 gsrps, but that will result in a paper hull (it's not going to be very strong anyway, especially since the hitbox of the ship is not small).

4 pacifiers. Preferably OC+screening because OK distro draw and ammo efficiency, also shorter reload so you can shoot every boost cycle, that's the highest sdps version (technically the experimentals could be drag+incendiary as well, but the sdps is lower that way, also drag is unfun therefore it's generally considered a richard move so everyone will hate you, lol).

Rails or gimb MCs on the medium hardpoints, for example (rails are useful to break shield cell banks, corro+emissive multis are nice against hull and silent running).
 
Gave the PMKII another go last night: Kitted out with 1100MJ of 60% resist BiWeaves, 3 Efficient Beams and 3 Overcharged MCs.

I have to begrudgingly admit that it is very effective. In a Haz RES, the only things that stayed alive longer than a few seconds were a Deadly Anaconda and Python - and only because they had both Chaff and SCBs on the go.

I’ve managed to tweak the build (and increase the engineering on the PP …) so I have 2 Efficient Beams, 2 Overcharged MCs and 2 Long Range / High Cap Rails with Cascade. Haven’t flown it again yet …

I’m kinda torn … it’s clearly a fantastic combat ship and it handles sooooo much better than the Mamba. But why does it have the cockpit from a truck? Who in 33xx is building the equivalent of a fighter jet thinking “yup, what we need is two seats side by side and a bunch of struts in your field of view …

I know … submarine / bomber / yadda yadda … it’s just so irritating being sat off to one side … the ship is so close
 
Since release of Python I find ships like Krait MK2, Federal Corvette, Mamba pretty much useless when it comes to combat tasks. I have most of these ships configured for prolonged conflict zone combat, and simply Py2 absolutely dominates those quirky ships when it comes to damage dealing, agility, survival. I was disappointed how long it took for Vette to handle medium CZ, done that twice time quicker in Py2. What do I use? 5 short range multicannons, one long range beam fixed., rips everything to shreds, only downside ammo synth but those resources are common.
 
Okay … I gave my new build a run out today, back to back with various Corvette and FAS builds.

It’s insane. I mean, I still hate the offset pilots seat but I’d have to be an idiot to use any thing else:

  • 1100MJ Fast Charge BiWeaves with 60%+ resists across the board
  • 2x C3 Efficient / TV Beams
  • 2x C3 Overcharged / AutoLoader MCs
  • 2x C2 Long Range / High Cap Rails with Feedback Cascade (CG reward)

It just kills everything so fast … feels completely untouchable in a Haz RES! The addition of the Rails has helped hugely with NPCs spamming chaff / SCBs and seems to have had little affect on how quickly smaller craft can be dispatched: whereas when I tried PAs it actively slowed me down!!

Even managed to squeeze in a 4A Fuel Scoop and a 2H GFSB so it’s clocking 30LY+ jump range and can happily scoop fuel for further jumps / SCO use without overheating.

It’s even convinced me to de-mothball my mining Python for Tritium runs (was gonna get a T8 for that …) and I’ve named them after two of my favourite Asimov books: Foundation (the Mk I) and Nightfall (the Mk II)
 
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