Newcomer / Intro Lasers for a Python

While I'm not planning to make it a combat vessel, those hardpoints are begging for some suitable self-defense measures.

Presently I have:

1 large beam laser
2 large multicannons
2 medium beam lasers

I already know the problems with the above loadout, so I was thinking of dropping into Wyrd and making it look like:

1 large efficient thermal vent beam laser
2 large multicannons
2 long range burst lasers with flow control.

While I'm sold on the large laser with those mods, I'm wondering what class 2 lasers might be more effective for shield cutting or at least offer the least amount/most fun of handicaps with the following mods.

multi-servo rapid fire pulse lasers
oversized rapid fire pulse lasers
long range beam lasers with thermal vent

Anyway, feedback is appreciated
 
I always go with 3x large Efficient beam lasers and 2x medium overcharged multis with corrosive.

I just find the pythons not the best turn fighter, with 3 large beams I can quickly dispatch anything <AspX level that tries to get me into a joust whereas kinetic weapons are going to spend more time off target. They obviously wreck shields, a Python is set up like the business end of an Anaconda after all & the sooner a foes shields drop the sooner you can cause them problems.

With the multicannons I just try to overcharge them so they perform as well as class 3’s.

5 large hardpoints is the vision basically. It’s hardly a big ship killer, but puts up a nasty fight against PVE targets.

Another option is 3 large beams and two packs of seekers, shields are gone in seconds then deliver the missiles to wreck modules and hull. When I used to run a Dropship I ran 1 large beam and 4 seekers, a Dropship is able to fight like this with 4pips in shields and it wrecked all the things...a proper grumpy bear.
 
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No doubt I intend to keep the Bardiche as a freighter, I just wanted her to have some teeth if I'm interdicted or an assassination is just too inconvenient to swap to a more maneuverable vessel. The dates I had seen on similar threads were pretty old, so I thought I'd poll for some more recent information. Which I appreciate.

I'll talk to Tod sometime soon about getting some MC mods. I have yet to turn in the 100kCr he's asking.
 
Personally, I always advocate efficient on lasers. It's just too good of a mod to pass up.

If you're fighting a lot of bigger ships ('Vettes, Condas) there's maybe an argument for focused, but I still think efficient with corrosive MC will serve you better.

There's also no reason to ever take multi-servos, oversized does the same thing, for less distro.
 
Grade 5 efficient beam laser -- at least one. Combine that with a charge-enhanced power distributor: Permanently being able to fire a beam laser without gaining heat is awesome.

The best thing is: It has no downside. You even gain additional damage.
 
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I think self defence is always a bad idea. When you go looking for combat, like in massacre or assassination missions, RES farming or CZs, then obviously you need weapons, but I would never fit them for anything else because they will make your ship less optimal for whatever task you want to do. They slow you down and reduce jump range, and unless your ship is properly prepared for combat, there's a fair chance that you will lose it in any fight because most of the ships that attack you are optimised for combat. At best, you waste valuable time fighting the ships that interdict you, when you could be earning good money running missions or whatever.

In summary, if you're running missions, hauling, exploring or mining, build you ship for speed and jump range, and don't fit any weapons. Always run from the interdictors. never fight them.
 
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I've been very happy mission-running with 3 x 3E Rapid-Fire Burst Lasers w/ Flow Control & 2 x 2F Overcharged MCs w/ Multi Servos.

- NO problems taking on Elite Pirate Lord 'vettes with that load-out & with the shields I'm running I barely lose a ring.
 
Thanks for the feedback so far. I appreciate hearing some different perspectives. I was a bit stuck because some mods wind up looking really good, but some just aren't that great and others have tried things that work better for them. While it's important to keep that italicized part in mind it certainly is worth to hear out some other ideas.

One thing is for certain, I need to head over to Wolf 397 in the near future.
 
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I use mine for combat/bounty hunting, and actually use it more than my FDL. I use three G5 efficient beams and two G5 double-shot frags on the medium hardpoints. I prefer in-close, shield bumping knife fighting so this loadout works for me. YMMV.
 
The problem with efficient mods is that the damage starts to fall off at only 600m, and the Python's turn rate limits its usefulness as a close-range brawler.

You shouldn't be running into power issues with the Python at all - even a 6A power plant has enough power to run long range modded lasers. You can always take a visit to Farseer and mod the PP with overcharged and monster it if you find yourself unable to power your lasers.

I run 2x large long range pulse lasers, 1x large long range MC and 2x med long range multicannons, and it tears holes in things.
 
Well, I asked, and I'm pleasantly surprised. It helps with narrowing down some choices.

I'm a sucker for long range bursts because of the lack of damage falloff, but I was really impressed with efficient thermal vent beam lasers when I stuck one on my vulture. I recall rapid fire pulse lasers were also popular, but that was a while ago. The Python is a new acquisition, so the only A-rated module is the FSD. The rest are all D-rated while I'm earning credits to upgrade it. For now, I'll be using bursts for shield cutting, and at least one of them will have thermal vent. It's an added bonus, though, because it also looks like I'll be re-configuring the hardpoints on my combat vessels with some of the suggestions given here. If there's more, though, I'll certainly consider them.
 
Well, I asked, and I'm pleasantly surprised. It helps with narrowing down some choices.

I'm a sucker for long range bursts because of the lack of damage falloff, but I was really impressed with efficient thermal vent beam lasers when I stuck one on my vulture. I recall rapid fire pulse lasers were also popular, but that was a while ago. The Python is a new acquisition, so the only A-rated module is the FSD. The rest are all D-rated while I'm earning credits to upgrade it. For now, I'll be using bursts for shield cutting, and at least one of them will have thermal vent. It's an added bonus, though, because it also looks like I'll be re-configuring the hardpoints on my combat vessels with some of the suggestions given here. If there's more, though, I'll certainly consider them.

Not everyone flies the Python the same way, nor outfits their ship the same way. And we all have different play styles. This is why I shy away from issuing opinions as absolutes. :)

Sounds like you're just getting started with your Python, so you have a ways to go. I was fortunate in that I was able to upgrade all of my modules when I bought mine. Not all engineered though. I have my Python setup primarily for bounty hunting, but I also do mat gathering and the occasional missions. When I want to carry more cargo I simply rearrange the internals a bit. I never remove the weps though. :)

https://coriolis.edcd.io/outfit/pyt...rA9AjBqQDBAzMCiCmBDA5gG3RNPMUA==&bn=Bad Snake

My Python and my Corvette are the only two ships that I bought once and have never sold. I hope you enjoy yours as much as I do mine. :)
 
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