Pre+nerf Python stats

Pretty much. I actually decided to partake in the great Seeking Luxuries Unicorn Run™ just so that I could buy one and use experience it for a week before the great Nerf™. It was an epic ship, but still over-nerfed, in my opinion.

Z...

I think they hit it in three key areas and I agree, it was a sad day when the hammer fell.
She's still a good ship, but she used to be iconic, they still hit her stats a little too hard for my liking.
 
I think they hit it in three key areas and I agree, it was a sad day when the hammer fell.
She's still a good ship, but she used to be iconic, they still hit her stats a little too hard for my liking.

But wouldn't you say that with engineers is close to its former glory?

Although the y/p/r numbers posted here are very similar to a fonda g5..
 
By what percentage did the nerf bat hit?

From the dev post I read, it looks like it was 17% to maneuverability, and 30% to shields.

Primarily going exploring in a Vulture, as I do, the Python's supercruise maneuverability is a bit too sluggish for my tastes, something which the DD Engineer mods don't address.

Can't really say I fault it from a game balance and ship diversity perspective though.
 
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Watching that last video had me wishing I could throw away the current version of this game and play that one. :)

It was also kind of sad when I realized that the game doesn't appear to have progressed very far from the environment seen in that video. But I guess it depends on your definition of progression.

The game was much better without the engineers. What a poorly designed garbage update. I miss the good old days of the python being viable in PVP.
 
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The pre-nerf Python was the ultimate combat ship. There was no reason to fly anything else.
A nerf was logical but they took it to far.

Kornelius Briedis did a review of the pre-nerf Python, pretty funny to watch it now.
 
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It was pretty big - well over 30% to shields and thrusters, and that wasn't all. It had stronger shields than an anaconda, and handled like a Viper in terms of flight model, boosted to well over 400 (450 from memory?), it was a seriously epic ship - truly overpowered at the time, and it did need a bit of. A balance - but FD have a habit of wildly swing from polar opposites rather than small adjustments when it comes to "balance".

Keep in mind, at the time, making money was hard, there were very few large ships around - a player in an anaconda was a rare sight, and just about required a message to the CMDR flying it asking them how they liked it. the Python was not too far short of that status, I did not see many of them, and was the only one in my group to have one, and very rarely saw another.

Z...

Thank you.
 
The pre-nerf Python was the ultimate combat ship. There was no reason to fly anything else.
A nerf was logical but they took it to far.

Kornelius Briedis did a review of the pre-nerf Python, pretty funny to watch it now.

Oh, yes, this is what the NPC Pythons did to me, pre-nerf.

Guess how long an exploration Adder or Cobra 3 lasted? :(

And, back then, no engineering.
 
I joined the game way after the nerf, at the start of season 2, and I clearly remember reading the outdated python hype before buying a python, taking it out to a hazres, picking a fight my clipper would have won with a conda, and instantly dying.
 
I joined the game way after the nerf, at the start of season 2, and I clearly remember reading the outdated python hype before buying a python, taking it out to a hazres, picking a fight my clipper would have won with a conda, and instantly dying.

Yeah, I also came after the nerf hammer. :S
 
And if the Python is so great at everything (which I personally believe btw), why do so many bich and complain about the Python and go out of their way to point out how much better ship XYZ is?

(yes, I'm stirring the pot a bit, but am curious as to the replies)

"Jack of all trades, master of none" means that the Python is the best single ship in the game. If you only have one ship, it should be a Python, or an AspX if you can't afford a Python yet.

If you scored every ship in the game on all-purpose suitability across even just the three main game styles (exploration, combat, trading) then the Python would almost certainly win overall:

  • High-scoring combat ships that can mince a Python for breakfast cannot jump far enough to make exploration fun nor can they carry enough to be called serious trade ships.
  • High-scoring trade ships like the Lakon T-series are dire at combat and can barely jump to the nearest system once they're laden. Modfications are almost mandatory for these ships just to retain one's sanity.
  • High-scoring exploration ships like the the DBX and AspX don't have the firepower to match a Python in combat and can't carry anywhere near as much trade cargo.

The big three endgame ships all do well as multi-role options like the Python, but with two of them locked behind a horrific rank-grind and all three of them excluded from rares-trading and several missions because of their large pad requirement, it's really hard to call them suitable all-purpose ships.
 
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Why does everyone always seem to assume that having a long jump range is the definitive aspect of an exploration ship? What an unfortunate game world that would be, where the best part of exploring it would be to skip over it as much as possible.

For your humble consideration. → https://forums.frontier.co.uk/showt...Ships!/page3?p=2828837&viewfull=1#post2828837

I don't. Which is why I am seriously thinking about taking my Python the next time I want to escape from humanity. It won't be the fastest, nor jump the farthest, but it will have all the things I need and handle SO much better than a conda. And maybe even be able to defend itself against any 'surprises' found out there. :)
 
I don't. Which is why I am seriously thinking about taking my Python the next time I want to escape from humanity. It won't be the fastest, nor jump the farthest, but it will have all the things I need and handle SO much better than a conda. And maybe even be able to defend itself against any 'surprises' found out there. :)

Sounds refreshing. I've been around in my Python a bit too, helping out in the Repair Jaques Station CG, and doing a couple exploration related passenger missions. Still can't seem to quit my Vulture though and its supercruise maneuverability. Ah, guilty pleasures. :)

Cheers.
 
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Why does everyone always seem to assume that having a long jump range is the definitive aspect of an exploration ship? What an unfortunate game world that would be, where the best part of exploring it would be to skip over it as much as possible.

For your humble consideration. → https://forums.frontier.co.uk/showt...Ships!/page3?p=2828837&viewfull=1#post2828837
The large jump range isn't for reducing the number of jumps; It's for even making some of the jumps possible at all.

Even with FSD injection and a G5 FSD mod, that Vulture or something like an FGS is going to struggle or be outright stranded in areas of low scoopable star density.
 
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The large jump range isn't for reducing the number of jumps; It's for even making some of the jumps possible at all.

Even with FSD injection and a G5 FSD mod, that Vulture or something like an FGS is going to struggle or be outright stranded in areas of low scoopable star density.

Haven't had any issues with it. 99.99+ percent of the systems in the galaxy are perfectly reachable with a Vulture. Sure, it won't reach the furthest possible stars, but that's always the case with everything, since jump range there is always the limiting factor.
 
Haven't had any issues with it. 99.99+ percent of the systems in the galaxy are perfectly reachable with a Vulture. Sure, it won't reach the furthest possible stars, but that's always the case with everything, since jump range there is always the limiting factor.

Even then, big jump ranges don't make you skip systems since you'll be visiting as many systems as you would in the same amount of time.

The game was much better without the engineers. What a poorly designed garbage update. I miss the good old days of the python being viable in PVP.

It still is viable.
 
"Jack of all trades, master of none" means that the Python is the best single ship in the game. If you only have one ship, it should be a Python, or an AspX if you can't afford a Python yet.

If you scored every ship in the game on all-purpose suitability across even just the three main game styles (exploration, combat, trading) then the Python would almost certainly win overall:

  • High-scoring combat ships that can mince a Python for breakfast cannot jump far enough to make exploration fun nor can they carry enough to be called serious trade ships.
  • High-scoring trade ships like the Lakon T-series are dire at combat and can barely jump to the nearest system once they're laden. Modfications are almost mandatory for these ships just to retain one's sanity.
  • High-scoring exploration ships like the the DBX and AspX don't have the firepower to match a Python in combat and can't carry anywhere near as much trade cargo.

The big three endgame ships all do well as multi-role options like the Python, but with two of them locked behind a horrific rank-grind and all three of them excluded from rares-trading and several missions because of their large pad requirement, it's really hard to call them suitable all-purpose ships.

The Python actually is the master of trading for its size. No other ship can carry as much cargo in the medium department.
 
Even then, big jump ranges don't make you skip systems since you'll be visiting as many systems as you would in the same amount of time.

Yep, so people can use big jump range ships as well. I'm not saying they're less suited to the task at hand, but the main reason why people seem to prefer using them is to race off somewhere or something. Which is fine, if that's what they're after, but regarding exploration specifically, it isn't the most important capability to have in general. I much prefer the Vulture's supercruise maneuverability in general, for example, and find it to be more relevant to exploration than aiming for the highest possible jump ranges.

Don't think I could ever stand to use something like an Anaconda.
 
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Why does everyone always seem to assume that having a long jump range is the definitive aspect of an exploration ship? What an unfortunate game world that would be, where the best part of exploring it would be to skip over it as much as possible.

For your humble consideration. → https://forums.frontier.co.uk/showt...Ships!/page3?p=2828837&viewfull=1#post2828837

One of the reasons why I took my Python to Sagr A* and Colonia instead of my Conda.
I just wish there was more to see in the systems I visited. Like a black hole sucking the life out is a star that's only about 0.4ls from it.
 
Yep, so people can use big jump range ships as well. I'm not saying they're less suited to the task at hand, but the main reason why people seem to prefer using them is to race off somewhere or something. Which is fine, if that's what they're after, but regarding exploration specifically, it isn't the most important capability to have in general. I much prefer the Vulture's supercruise maneuverability in general, for example, and find it to be more relevant to exploration than aiming for the highest possible jump ranges.

Don't think I could ever stand to use something like an Anaconda.

Manuverability in SC is just a gimmick, not a real exploration advantage. Mind you, the Eagle has even more manuverability.
Jump range is the key to unlock a few places around the galaxy, which is what explorers do. If you want to use it to Buckyball then that's on you.
 
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