Ships Low Heat Ghost Ship

Looking for feedback on this build I'm currently flying: https://s.orbis.zone/4xt6 *

The efficient weapons and thermal vent beam means I can completely drain my heat from a resting temp of 18% to 0% after a few seconds of continual energy weapon fire.

The cannons are modified with force and emissive shells to further complicate my foe's ability to return fire.

Any thoughts on how effective this would be, or tweaks that would make it more effective? I've considered making the cannons double short-range force shells, for added effect. Thank you

*Would use an Alliance ship if I were building from scratch for thruster mobility, but I've modified this Python since before Alliance ships existed
 
Looking for feedback on this build I'm currently flying: https://s.orbis.zone/4xt6 *

The efficient weapons and thermal vent beam means I can completely drain my heat from a resting temp of 18% to 0% after a few seconds of continual energy weapon fire.

The cannons are modified with force and emissive shells to further complicate my foe's ability to return fire.

Any thoughts on how effective this would be, or tweaks that would make it more effective? I've considered making the cannons double short-range force shells, for added effect. Thank you

*Would use an Alliance ship if I were building from scratch for thruster mobility, but I've modified this Python since before Alliance ships existed
Why C rated life support? It's neither light, low power, long duration, or high integrity.

For FSD, check mass manager instead. Virtually same jump with lower fuel consumption.
 
I'm not entirely sure how it works, but I suppose you need damage enhancing blueprints if you want to push the target around with Force Shells. If you want to mess with him in other ways with things like Dispersal Field, you could consider the Long Range blueprint. It increases shot speed, which helps accuracy a great deal. That is also good for module sniping.
 
That hardpoint configuration seems awkward to me...

And if I understand it well, being cold doesn't really help much if you are shooting. If you are shooting, you can be shot.
 
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Yeah, I wouldn't worry about heat much in PvE for the reason stated above. Also, to get so hot that it would be a problem, you'd almost have to try.

Also, the Python's plant is kind of a weak point. I'd armor it up for more integrity and power output-- you get a nice thermal efficiency bonus with that mod, too, which is plenty.

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Your power plant affects your heat far more than your drives do-- Instead of cleans, throw some dirty/drag drives on that thing and get the speed/maneuverability you deserve.
 
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Don't use a Python for an cool running build.

Its slow. If you want a proper silent buil use a Damondback or FAS/FDS. Though that being said TV beams do work quite well on the Viper4.

The reason, chiefly at least, I'd reccomend using these ships is because if you set them up properly you can drop off the scanners without silent running past 1km. This is a suprisingly big advantage when trying to survive against multiple opponents or in wing battles. Anything running under 20% heat is scan proof. The Python can do this, but as I said, in PvP is very slow, sure its tough, but if you're reliant on ToT energy weapons as your main guns all those pips are going to be in weapons resulting in much lessened defences.

Also worth nothing is that Thermal Vent inverts the heat generation of the weapon it is placed on. This makes the efficient mod the worst for this effect. Long range is FAR superior in most cases anyway, but more relevantly, it will massively increase the cooling effectiveness of the beams.
 
What Voracity said. In something as big as a python, you're gonna get shot whether the opponent can lock onto you or not in pvp (which is always going to be the case for opponents using fixed hitscan weapons) - against something nimble and fast like a DBS or FAS, on the other hand, good luck hitting them with anything that doesn't land instantly without the help of the lead indicator.

Lightweight is a good mod if you're using a beam for primarily cooling purposes instead of dealing damage - it has almost the same distro draw reduction as efficient, without impacting the cooling effect. A turreted C1 beam is a great utility weapon, set it to fire at will and it'll even keep firing at opponents that have gone cold, and on ships where the C1s are in plain view of the cockpit, such as the corvette or viper, it acts as a pointer to tell you where the sneaky little buggers have run off to. Sure they're less damage than fixed, but they're also less distributor draw, so what you lose in raw DPS you gain in capacitor sustainability and time on target. Oddly enough, gimbals have the worst thermal-to-distro properties, or at least they did last time I ran the numbers on them.
 
I gotta add, turrets are all well and good for caps' and ToT however... If you're past a certain level of evasion there are fairly good odds that fixed/gimbal will be more efficient as the turrets really begin to struggle with tracking. Up untill that point however, a good choice.
 
Oh yeah, for sure. If you're using them for your main damage dealer then don't expect much.

Speaking of which - a single turreted emissive pulse laser set to fire at will pretty much hardcounters stealth builds. It can target you even when you're off sensors and a single hit will put you on sensors.
 
If you are thinking PVP, you should also keep in mind that you’re visible on sensors when shooting/attacking someone.

People with gimbals may have trouble, but when you’re hitting someone, they get a reticle to aim with, and will clobber you with plasma just the same.

This is what makes things like lasers/multis awful for stealth stuff.

Burst damage type of weapons are best. Plasmas, rails, frags, cannons, missiles. Stuff like that.
 
If you are thinking PVP, you should also keep in mind that you’re visible on sensors when shooting/attacking someone.

People with gimbals may have trouble, but when you’re hitting someone, they get a reticle to aim with, and will clobber you with plasma just the same.

This is what makes things like lasers/multis awful for stealth stuff.

Burst damage type of weapons are best. Plasmas, rails, frags, cannons, missiles. Stuff like that.
Well, they have their place in a wingfight if you're flying a more agile ship than your opponent - sure the person you're shooting can target you, but nobody else can and if you can keep out of their cone of fire then you can give them a bad time.

The python is unlikely to be a more agile ship than your opponent.
 
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