Ship Builds & Load Outs Python: a viable full combat setup

*** Shield tanking is gone with 1.5 update. This guide may be not viable any longer, as most was build around that.


Hi! I own a Python for several month now, tried a ton of setups and read every thread about actual stats tested by fellow Commaders and tried to find the most efficient setup also. A well rounded, combat focused setup was finally developed. It dominates any PvE and need not to fear any PvP encounter other than a 4-FdL-Squad (but who doesn't?) but can even manage that. It's especially useful in combat zones and wing-combat. Any thoughts of my build keep in mind that PvP encounters can (and will) happen, but I do not actively force them (i.e. being a pirate). It's mostly a defensive setup which turns the favour of the battle on your side if someone tries to destroy you. One thing you need to keep in mind while reading this is that I count a retreat through losing shields a win of the engagement, as there is no real way to destroy somebody right now. (So yes, I lose the fight when I retreat myself).
I also present you an alternative setup which is a bit more versatile and better suited for PvE. It uses (optional) armor which may come in handy when the power plant didn't blow up your ship. I suppose it's weaker in PvP though, where shield tanking still may be necessary [As the power plant change of 1.4 has to come yet, I can only speculate]

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Alternative #1
This is my PvP setup: http://www.edshipyard.com/#/L=705,5...,2-B69Y7_6QB69s8I,7UI7jw7jw7iW7iW0727fO7fO9qI
(Prio: Shield+Booster on 2, SCB on 3 [shields can't go offline when switching], Cargo+FSD-I on 4, FSD on 5 [switch to 1 if your PP only gives 50% and need it to jump away])

Weapons
Currently PvP situations mostly end with somebody losing shields and retreat. So a full laser setup is the choice. The Pulse Lasers are favoured because Beams use too much capacitor energy and their damage drops off fast after that. The Bursts do not offer enough damage advantage for their much more MW used (which is critical in my setup) and the gimballed version tend to miss more that Pulses. When the reticule goes next to the ship, all three hits will miss. Using only the Pulse allows constant firing for 20+ seconds (I never counted). They're the main weapons against power plants after the target lost its shields and they're quite effective. Their damage renders C2 Multicannons kinda useless in that regard vs NPC (just takes longer) + you won't need ammo. Players will not allow you to destroy their PP so they will escape anyway. No need for a physical weapon.

The fixed C2 beams do slightly more damage than the C3 Pulse and are the strongest anti-shield option available for C2. They can fire (almost) forever if you use only them. Their purpose is to increase the alpha damage (damage done in the first attack until you overshoot your target or your capacitor is empty), provide firepower if the enemy used chaff (they're on the inner hardpoints and focus perfectly) and snipe off the last 10% of a target boosting away, but can be generally used to spam at targets 2km away where the Pulse will miss most of the time.

Using all weapons together result in ~95MJ shield damage per second in below 1km range, the capacitor empties after 7 seconds so under perfect conditions you'll deal a ~665MJ alpha strike which most ships can't tank in the first place and renders their SCB useless.

TL;DR: full laser setup to kill shields fast in occasional PvP, you don't need multicannons for PvE which gets completly dominated anyway

Shields
I use 4xA Shield Booster and 6A Shield Generator for max base shield strength. It results in 726MJ shields* which means I could not strip my own shields in an alpha strike allowing me to use SCB. I have a battery of 2x3 SCB running simultaneously, while only one battery is activated. 1x3 will restore ~485MJ** in one usage. I can use one battery for five times (1+4), so it results in 2425 MJ max shield restore. When one battery is empty, I can activate the second one and potentially even double that. All in all I have a potential shield strength of 726+2425+2425=5576MJ, assuming I always use it correctly (no waste because I use too early, or lose shields because I use them too late). In reality you will lose some MJ because it's better be safe than sorry and you shouldn't try to squeeze out every MJ if facing multiple enemies where it can be hard to predict the incoming damage in the next five seconds.

An FdL can't equip so many SCB at all, meaning you can outtank one all day long (it may reach max 1500-2000MJ depending on the setup), besides it cannot masslock you (since 1.3). An Anaconda can potentially tank even more (didn't check multiple SCB batteries, but one results in ~3600MJ so I guess it's between 6000 and 7000MJ). One downside though is that all these SCB make the ship heavy, thus slower and less agile.

You can use armor if you want, but that is totally up to you. I personally don't use armor in this setup, because when shields are gone it's time to go. The ship is also already quite heavy, but it can buy you some time if you are under heavy fire while charging FSD.

TL;DR: up to ~5576MJ shields (at perfect SCB usage)

Combat
It does not mean that you're invincible. But in 1on1 situations you're almost. There is only one ship that can tank more and has more firepower if it's fully equipped for that. But you can outrun an Anaconda if there is no other option left. Everything else is inferior to you, they have two options basically: run or die. They do not have the alpha strike to disable your shields whereas you usually have. FdL can potentially be a threat if he severely outskills you, but it can't masslock you. Vultures are annoying, nothing more. They basically lack the firepower to be a major threat to you and one major mistake by them and their shields are gone. So in the end there is one big threat left: another Python. Here it depends on skill the most, because the circumstances are similar: masslocked, but same speed (if he is less tanky, he will be faster), same firepower.

If you're alone and a wing comes up and interdicts you, things become complicated as there are too many situations to cover. If they are three Cobras, you can potentially destroy them all. 2 Vultures? Fight. 4 Vultures? Maybe you will kill one, but over time your PP explodes. But they can't masslock you, so you can escape fast if you can't take them. 3 or 4 FdL? 4 pips in Sys, jump and spam SCB while charging. Now we could do all combinations, and it also depends on personal skill. But vastly outnumbered by ships like Vulture and above should be avoided by jumping away, I think that's straight forward. If there is no other Python or Anaconda, you can escape every wing. Note: A wing of Pythons may be the most dangerous you can face. Hyperjump and spam SCB immediately.

As I already said at the beginning: this is a defensive setup for a defensive ship as it's designed. You can't chase but defend yourself with tankiness and strong firepower. The super agile ships bring not enough firepower and if you get them in your sights, they're in trouble. You need to like this style of a ship and it also needs to fit your own playstyle. A pirate will not be happy with this setup, an open player who goes into community goal combat zones or undermines enemy territory will be happy more likely. In wing combat its role is similar to an Anaconda (which arguably has no real role I know), trading some tankiness and firepower for speed (which arguably makes it more useful). It either dishes out a ton of damage or can tank quite a lot if they try to focus you down, allowing your wingmates to focus on them instead.

As you have no Armor and Hull Reinforcement, I would not recommend to fight without shields and retreat immediately when losing them, because even if your PP survives, you will not survive much longer.

TL;DR: you can take any 1on1, strong wings can be outtanked to (hyper)jump away, small/weak ones be fought. it's a defensive ship and setup, home in combat zones and useful in wing combat. And for people who like PvE in open, but still be powerful if somebody interdicts.

Other upgrades
We still have enough energy to basically get everything to A (with priority management of course). The Power Plant is the most expensive one, but the more MW the more combat efficiency so for me a no-brainer to get the best (and you need 15MW to keep your ship operational losing the PP). Best thrusters are also needed to move this heavy setup, FSD even more so. Even then only 13Ly which are sufficient for me, but not for everyone. Best Life Support because I don't risk losing my ship because of a canopy breach and lose millions of insurance for just +12T and +0,28MW. 7A Distributor of course, there is no reason to use a lesser one in a combat ship. C Sensors as the A consume too much power finally and can't be supported, and B add even more weight for little benefit.

TL;DR: all A (except sensors) because we have plenty of MW left and everything indirectly increases our combat efficiency

Options
There are some options you can choose without reworking half of the ship and need to go 3 different stations to get your desired equipment.
One thing is that you can easily swap one Shield Booster to a (Class C)-KWS if needed or a Chaff Launcher if you think you will benefit more from it. Depends on how often you encounter full gimballed setups. But it will decrease your alpha strike resistance against (especially) fixed weapons by reducing the shields to 645MJ (you remember my own alpha strike would be ~665MJ? It can be the difference!).
You can use the C4 and C2 internal utility slot basically for whatever you like, I use an A2 interdictor and 16t for some (ranking) missions and Powerplay stuff.
Also you can easily replace the C2 beams with everything else than a Plasma/Railgun without running into energy problems, as they have the 3rd highest MW usage.

Always be careful that this setup has very little spare energy left, so always check twice if you change something.

TL;DR: swap booster for KWS/Chaff, C4+C2 utility free, C2 beams with every weapon due to high energy use (but not PA/Rail)

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Alternative #2
(I recommend that you have read Alternative #1 before even if you don't plan to use the PvP setup)

I have also another setup (which I currently use) with some slight differences suited better for PvE: http://www.edshipyard.com/#/L=705,5...,31B69Y7_6QB69s8I,7UJ16y16y16y7gy7fO7fO7fO9qI
(Prio: Shield+SCB+Booster on 2, Cargo+FSD-I on 3, FSD on 5 [switch to 1 if your PP only gives 50% and need it to jump away])

I made this setup after the Powerplay modules became available and we got the info that with 1.4 the power plant targeting will be toned down: there'll be only a (hopefully small) chance that you instantly blow up when the power plant reaches 0% now, instead most of the times it will only provide 50% power in that case. Shields are still far more important and you still don't wanna be without, but it's not so deadly as before. It works better against NPC as they don't focus so much on shield tanking, but is not as good as the other setup in PvP. Although you can defend yourself, I would recommend the other setup if you plan to do heavy PvP.

The Beams got replaced by the Cannons due to the fact that it won't be enough to just always use the Pulse against the power plant to destroy big targets and it decreases the general time to kill NPC (at least for me). Obviously you have less shield damage now, which is one of the reasons you are not as strong in PvP as before. The Pulse stay due to their efficiency, but you can switch them to fixed if you don't like full gimballed. Note that you do NOT have the energy to use Multis instead of Cannons, you must change the SCB setup (the 4B to 3B; hint: the lower classed SCB are more efficient in MW->MJ ratio and weight less; rating B because it has most charges per class -> most MJ restored).

I installed the Prismatic Shield to boost the shield up to 857MJ and use one 4-stack of SCB (without the Beams you will not run into severe heat problems, but you can go up to 120% for some seconds if you keep firing the pulse while charging the SCB. If possible I wait until I can't fire at him anyway or just take the negligible amount of damage). With this basic shield strength it's impossible to alpha-strike your shields by just one attacker, you may even block two or three depending on ships and situation (you in fact cannot be alpha striked by two Vultures). It also allows some safer SCB usage as you don't need to use them so close before losing them for full effect. The SCB-stack heals for about 490MJ per charge and can be used 5 times giving you 2450MJ+857MJ=3307MJ. This setup is more guaranteed that you can use the its full MJ potential, but loses more than 2000 potential MJ compared to the other one. It's a trade-off: more alpha-resistance and versatility, less (shield) persistence.

Why the "(shield)"? Because of the not always exploding PP you can try to destroy your opponent even without shields (if you can live with the risk and it's even possible, i.e. a very close fight you absolutely want to win). You have 468+3*240 = 1188 armor (plus military or if you can afford mirrored armor***), which is quite strong (stock Anaconda is 945). Even if your PP only gives 50%, it still provides 15MW. Enough to support all core modules and weapons to keep the ship operational. Your shields will never come back online within the fight, so everything related can just go offline.

But this is entirely optional, you can replace the Hull Reinforcements with whatever you like, i.e. you still want some cargo space. I will definitely replace one when Horizon comes out ;) But keep in mind that you use 29.98MW even with priority management so you can't put anything in consuming more MW without redesigning the SCB-stack. As I said for just small gains I would replace the 4B with 3B. And forget what I said about fighting without shields if you don't want to use any armor ;)

TL;DR: less shield damage, more hull damage, less shield tanking, more armor (or versatility if you don't use armor) mostly because of 1.4 changes

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Alternative #3

WAIT! I don't plan to ever get Prismatic Shields! I don't need a PvP setup! What do I do?! Well, in that case I can help much to be honest. You should have gotten the idea how I worked out these setups. Both aimed to maximize the MW used while providing a strong defence. This basically only works with putting tons of SCB on the ship or use this power-hungry Prismatic Shield, in most other cases you can put in whatever you like and don't run out of power. Some hints: you can replace two Pulse Laser or the Cannons with something more power hungry or use a stronger SCB stack (you can use a 5B instead of a 3B SCB or redesign it completely, but never more than 4 at once as you will take noticable amount of heat damage on every usage). Or maybe you just developed and idea yourself after reading this ;)

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So here you are. Tell me what you think about these setups and if you have something that can be optimized. I think the first setup fits the current shield meta quite well with potentially insanely persistent shields making you practically unkillable in 1vs1 situations, while having powerful anti-shield-DPS yourself. I would say it's more PvP orientated than PvE/Solo, because there you can happily use some cannons and less SCB and have no problems. Or maybe better: it's designed to be a strong force in Open play in every situation.

That's why I added the second setup: right now I'm only playing occasionally and away from player hotspots and therefore had no PvP for a while, so I chose to share what I use right now in PvE (being maxed out is not necessary then, it's a bit more versatile with its internal compartments) with some short reasoning behind it. But I think you can still use this in Open and not be a helpless victim.

Fly safe Commanders!

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Changelog:

1.3/1.4 Update: Added a second alternative better suited for PvE with the initial armor idea (power plant less vulnerable). Infos about Horizon said we'll need some internal space for landings, it will be more practical for that.

1.3 Update: Re-worked the setup (rethought the idea of armor, shield-meta unchanged)
The new faction weapons can't be tested at the moment. I will update as soon as especially the Cytoscrambler (anti-shield weapon) and Imperial Hammer (multi-railgun) could be tested and if that has an impact on shield tanking. But also nobody knows how powerful the Prismatic Shields will be. UPDATE: Shields are nice on Python, Cyto has some general flaws and is no special threat to mention, Hammer can be dangerous depending on the user.

1.2: Guide Released

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*values from ED Shipyard
**values from this thread https://forums.frontier.co.uk/showthread.php?t=137188
*** https://www.youtube.com/watch?v=JkvAfbvrFgk (worth checking out if you don't know him. A lot of informative videos)
 
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Hi! I own a Python for several month now, tried a ton of setups and read every thread about actual stats tested by fellow Commaders and tried to find the most efficient setup also. A well rounded, combat focused setup was finally developed and has still the option to easily swap to occasional trading or ranking missions. It dominates any PvE and need not to fear any PvP encounter other than a 4-FdL-Squad (but who doesn't?) but can even manage that. It's especially useful in combat zones and wing-combat. Any thoughts of my build keep in mind that PvP encounters can happen, but I do not actively force them (i.e. being a pirate). It's mostly a defensive setup which turns the favor of the battle on your side if someone tries to destroy you. One thing you need to keep in mind while reading this is that I count a retreat through losing shields a win of the engagement, as there is no real way to destroy somebody right now.

This is my current setup: http://www.edshipyard.com/#/L=605,5...,31B69Y7_6QB69i8I,7UI16y16y16y16y7go7fE7fE7dg

Weaponry
Currently PvP situations mostly end with somebody losing shields and retreat. So a full laser setup is the choice. The Pulse Lasers are favored because Beams use too much capacitor energy and their damage drops off fast after that. The Bursts do not offer enough damage advantage for their much more MW used and the gimballed version tend to miss more that Pulses. When the reticule goes next to the ship, all three hits will miss. Using only the Pulse allows constant firing for 20+ seconds (I never counted). They're the main weapons against power plants after the target lost its' shields and they're quite effective. Their damage renders C2 Multicannons kinda useless in that regard vs NPC + you won't need ammo.

The fixed C2 beams do slightly more damage than the C3 Pulse and are the strongest anti-shield option available for C2. They can fire (almost) forever if you use only them. Their purpose is to increase the alpha damage (damage done in the first attack until you overshoot your target or your capacitor is empty), provide firepower if the enemy used chaff (they're on the inner hardpoints and focus perfectly) and snipe off the last 10% of a target boosting away.

Using all weapons together result in ~95MJ shield damage in below 1km range, the capacitor empties after 7 seconds so under perfect conditions you'll deal a 665MJ alpha strike which most ships can't tank and renders their SCB useless.

TL;DR: full laser setup to kill shields fast in occasional PvP, you don't need multicannons for PvE which gets completly dominated anyway

Armory
I use 4xA Shield Booster and 6A Shield Gen. for max base shield strength. It results in 726MJ shields* which means I could not strip my own shields in an alpha strike allowing me to use SCB. I have a battery of four SCB running simultaneously which will restore ~545MJ**. The low class ones have a better MJ/MW ratio and use only small slots - perfect. They allow 4 usages resulting in a maximum of 726+4*545=2906MJ shield strength. Comparing to the theoretical maximum of a FdL which is ~1600MJ and and an Anaconda with ~3600MJ they are extremely strong.

The following part will be controversial I guess. I know that you will most likely will lose critical systems before your ship blows up and especially in PvP where people target your PP anyway. I personally hope this will get changed but right now you can indeed leave the hull reinforcements (HR) and even the military armor out. But they're not complete waste and here is why: the base armor of a Python is 260. The 4 HR will add 4*240=960 to it, resulting in 1220 base armor. According to a test video of Kornelius Briedis on youtube*** military armor seems to roughly double the armor value. If I get it right I assume(!) that my armor value would be around 2500 instead of 260 (depending on weapons used and such as his test are not very accurate as he states). Do not worry about ramming or crashing with your mass and hull strength anymore! I boosted straight into an asteroid and suvived that. Many opponents will target your PP ofc but you can minimize the PP damage by facetanking (=keep your nose pointed to your opponent, not showing weak spots and keep firing) your opponent if he somehow manages to get through your shields. But by that time, he should have lost his shields also. And in a fight to the death you have strong arguments, but you want keep an eye on your PP health doing that. (You need to be quite fearless or rich, but keep in mind the psychological effects of berserking on your opponent and that he may lose his PP before yours)
Correct FA-Off usage is the key, even more so with the additional 180T, although it seems to effect top speed more than anything else. As you don't chase with a Python anyway that's a minor disadvantage (even a D-Setup is usually too slow for that). In addition ramming in combat becomes a serious option. To sum it up: you can choose to stay fighting after losing shields (if the situation allows it) and make him run/destroy. Ofc your shouldn't do this against an Anaconda with two rings of shields left ;)

TL;DR: up to ~2900MJ shields and ~2500 armor (but not necessary due to PP targeting)

Combat
It does not mean that you're invincible. But in 1on1 situations you're almost. There is only one ship that can tank more and has more firepower if it's fully equipped for that. But you can outrun an Anaconda if there is no other option left. Everything else is inferior to you, they have two options basically: run or die. They do not have the alpha strike to disable your shields whereas you usually have. FdL is the only ship that can potentially be a threat if he severely outskills you. Vultures are annoying, nothing more. They basically lack the firepower to be a major threat to you and one major mistake by them and their shields are gone. And you have more armor than all of them ;) combined with sustained high damage.

If you're alone and a wing comes up and interdicts you, things become complicated as there are too many situations to cover. If they are three Cobras, you can potentially destroy them all. 2 Vultures? Fight. 4 Vultures? Maybe you will kill one, but over time your PP explodes. But they can't masslock you, so you can escape fast if you can't take them. 3 or 4 FdL? 4 pips in Sys, Hyperjump and spam SCB while charging. Now we could do all combinations, and it also depends on personal skill. But vastly outnumbered by ships like Vulture and above should be avoided by (hyper)jumping, I think that's straight forward. The thing is: you should be able to outtank nearly every situation while charging the hyperjump for 15 seconds.

As I already said at the beginning: this is a defensive setup for a defensive ship as it's designed. You can't chase but defend yourself with tankiness and strong firepower. The super agile ships bring not enough firepower and if you get them in your sights, they're in trouble. You need to like this style of a ship and it also needs to fit your own playstyle. A pirate may not be happy with this ship, an open player who goes into community goal combat zones will be happy more likely. In wing combat its' role is similar to an Anaconda (which arguably has no real role I know), trading some tankiness and firepower for speed (which arguably makes it more useful). It either dishes out a ton of damage or can tank quite a lot if they try to focus you down, allowing your wingmates to focus on them instead.

TL;DR: you can take any 1on1, strong wings can be outtanked to hyperjump away, small/weak ones be fought. it's a defensive ship and setup, home in combat zones and useful in wing combat. And for people who like PvE in open, but still be powerful if somebody interdicts.

Other upgrades
The Python can't use more than 4 SCB due to massive overheating and more than 4 Shield Boosters because there are only 4 slots. So we have still enough energy to basically get everything to A. The Power Plant is the most expensive one, but the more MW the more combat efficiency so for me a no-brainer to get the best. Best thrusters are also needed to move this heavy setup, FSD even more so. Even then only 13Ly which are sufficient for me, but not for everyone. Best Life Support because if you choose to keep fighting without shields and facetanking with a ton of armor eventually the canopy will breach 98% of the time (it's just +12T and +0,28MW anyway). 7A Distributor of course, there is no reason to use a lesser one in a combat ship. B Sensors as the A consume too much power finally and can't be supported. If you prefer C/D you can take it ofc.

TL;DR: all A because there is enough power left and this is no "poor people" setup ;)

Options
There are some options you can choose without reworking half of the ship and need to go 3 different stations to get your desired equipment.
One thing is that you can easily swap one Shield Booster to a C-KWS if needed or a Chaff Launcher if you think you will benefit more from it. Depends on how often you encounter full gimballed setups. But it will decrease your alpha strike resistance against fixed weapons by reducing the shields to 645MJ.
Another thing is that you can easily replace the hull reinforcements with 192t cargo space if needed or you just don't want the armor. We will see if it gets more viable in the future by protecting subsystems somehow. Directly through bonus stats or indirectly like a threshold of hull% left at when you can start to penetrate subsystems. You still have your very strong shields.
Also you can easily replace the C2 beams with everything else than a Plasma/Railgun without running into energy problems, as they have the 3rd highest MW usage.

TL;DR: swap booster for KWS/Chaff, armor for cargo, C2 beams with every weapon due to high energy use (but not PA/Rail)

Why choose Python? Why this setup?
Especially why choose Python over FdL? Short answer: no power shortage+a ton of slots leads to freedom of choices; you're a defensive nature and want to defend yourself even in PvP (and can live with the fact that you win an encounter by make your opponent retreat, not explode); more shield strength, more armor, arguably more firepower (may change with C4 lasers, right now just too unreliable damage). Speed and mass locking while still being quite powerful are the real strength of a FdL, both which I not need.

Why the armor? I like it, but as said several times, it's not really needed. But as you can just swap armor and cargo so easily it's no logistical problem at all. My Python is more a gunboat that tends more to Anaconda style combat, so I have no issue with more mass and less agility. No ramming/crashing issues, no immediately run away in every situation I lose shields first, 1on1 advantage in my opinion. But the shield tanking alone should be sufficient in most encounters, as either you run being outnumbered or he runs without removing your shields.


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So here you are. Tell me what you think about this setup and if you have something that can be optimized. Keep in mind before you just bash the armor build after TL;DR that I am fully aware of the current power plant targeting meta and ~2500 armor is less useful that the first impression suggests. I just think it's not a complete waste, but not necessary. This may change, we will see. Anyway constructive criticism is welcome, maybe I have an oversight. Keep also in mind that experiences can differ in a way that somebody has often fights to the death whereas another person never had such an encounter. If you swap armor for cargo you have a trader capable of usual PvP where you just protect your cargo with powerful shields and make the pirate run with powerful anti-shield weapons.

Fly safe Commanders!


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*values from ED Shipyard
**values from this thread https://forums.frontier.co.uk/showthread.php?t=137188
*** https://www.youtube.com/watch?v=JkvAfbvrFgk (worth checking out if you don't know him)


Great report dude!
Get a YouTube video going, or something!


Get a docking computer if your lazy!

[Python]
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
M: 2D/G Beam Laser
M: 2D/G Beam Laser
U: 0A Kill Warrant Scanner
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster


BH: 1I Lightweight Alloy
RB: 7A Power Plant
TM: 6A Thrusters
FH: 5A Frame Shift Drive
EC: 4A Life Support
PC: 7A Power Distributor
SS: 6A Sensors
FS: 5C Fuel Tank (Capacity: 32)


6: 6A Shield Generator
6: 5D Hull Reinforcement Package
6: 5D Hull Reinforcement Package
5: 5A Shield Cell Bank
5: 5A Shield Cell Bank
4: 4A Fuel Scoop
3: 1C Detailed Surface Scanner
3: 1C Advanced Discovery Scanner
2: 1E Standard Docking Computer


Mission build, and PVE and general..
But I am new to the beams!
Cargo for hull if needed.
Maybe a Frame-shift indicator too.


Though I have been advised that the Multis are actually pretty good!

Though I too like the all lazor build!

Why else have a space ship!
 
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Very interesting setup.

Although I have found I cannot use the beams effectively as secondary weapons; I always revert back to multicannons or cannons due to much longer sustained dps. If you have a special technique where you can keep your damage output going with the beam pulselaser combo, I am very interested in hearing about it.

Also, with all those shields and cell banks, isn't the military grade armor and hull upgrades redundant? And how effective is it anyway? I had installed, but then removed, extra armor on my python because it 1) weighed me down and further decreased jumprange, and 2) the few times opponents managed to eat through my shields, the armor didn't make much difference anyway. My personal experience ofc.
 
Not a special technique. I use the Pulse and Beams on seperated firegroups and use both together mainly to disable the shields as fast as possible and switch to Pulse only to focus the PP and Beam only when they're chaffing. It is enough damage to destroy the PP of NPCs and other players usually won't allow you to destroy either their hull nor their PP regardless of lasers or multicannons. So I focus on shield damage the most.

I agree somewhat on the redundancy, but on the other hand in the end it is just having even more hitpoints. To some degree you force the enemy to target the PP because you take so little hull damage. But shots through the front often do no or little damage to the PP so if you manage to face the enemy most of the time he has trouble to destroy you before he dies. Because if you face him to receive less damage, you can also shoot at him ;) As I said, it's some kind of berserk mode where you fully accept the trade-off but if you swore to retreat whenever the shields drop there is no advantage at all in having armor. The Python just allows you to play that style if you want to. But I emphasized a few times that the whole armor story is optional so it's up to you. Shield tanking is far more important right now anyway, it's more a little asset if you do not care about weight and jumprange so much like me ^^ Additionally it opens up in-combat ramming as a viable choice. Boosting into a slow blue-zoned ship is sometimes a good choice actually and with this setup it causes heavy damage and can blow up ships outright while you as I said can even boost into an asteroid and survive ;)
But...situational and optional. I hope it's clear by now :)


Edit: Maybe I wasn't clear about the multicannons: I do not think they're bad at all, they're pretty good. I just don't need them as the Pulse lasers do surprisingly good damage to subsystems which is sufficient for me (I do not have actual numbers, but it doesn't take longer than a minute for an NPC Anaconda) and as I do some PvP I found that multicannons are less useful there. In pure PvE the multis work just fine, but I didn't want to present a build I do not use myself. And I love lasers :D
And I forgot one thing regarding the beams: Usually people don't use their SCB right away when taking the first shots and then they need 5 seconds to charge and another 5 to heal you up. The goal with my weapon setup was to find a setup which can deal the most possible damage to shields in this 6-7 time window until they kick in. Although it can still raised by a little actually, it would use much more MW to do so and I would have to sacrifice shield strength for very little gain.

Regarding a video: I never recorded any gameplay of mine and would need to start the next time I play. Maybe I will do one, but I wouldn't bet anything on it. :D On the other hand FRAPS is still installed...we will see ^^
 
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Most excellent summary! Rep! You just described my preferred playstyle. I keep on hoping that hull reinforcements will have their uses someday outside of collision protection.

A very minor addition: those who like (and are able) to snipe fleeing opponent's drives with railguns could fit 2 of them by going C sensor and downgrading to B shield cells: edshipyard
It will give 5*470 MJ recharge instead of the original 4*545. I don't know how much difference that makes against alpha strikes in PvP but the total MJ is a little bit more even. (3076 vs 2906)
 
I'd be inclined to drop the hull reinforcement packages. They don't really help at all against a decent opponent (who will just target your powerplant, which is unaffected by armour), and the weight harms your manoeuvrability somewhat.
 
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i have recently brought the python but i can't seem to find the G3 gimballed pulse lasers anywhere i have searched using roguey's but nothing if anyone could help it would be great
 
Interesting! Personally I have twin large gimballed beams with three medium beam turrets. To avoid overheating I roll my ship so one turret loses lock, I fry sometimes but its a formidable setup. I may change the turret mix to include smaller turrets if the new 1.3 changes make tracking fighters tougher though.
 
Nice fitting and thanks for the detailed write up! Have some rep :)

You said: "The fixed C2 beams do slightly more damage than the C3 Pulse"

I think even if it is so in the rating, that ends up not being true, except against small and medium ships, due to the damage reduction of smaller weapons against larger ships...

Either way, its not like you have the option to install anything bigger in those slots, so this won't change anything for the fitting strategy.
 
The shield damage does not account the ships size into the damage calculation. On hull damage, you're right!

Oh an important difference I missed, thanks!

That would suggest something like 4 small beams and 2 medium cannons in an ASP... *starts numerous multi-threaded computations*


You missed one of the FDL's benefits btw: way nicer cockpit than the Python ;-)
Still got the Python first, but planing on FDL to replace my Vulture after I finish the Python fitting.

My Conda being ~700 million credits away from reaching combat readiness still makes a great beast of burden ;-)
 
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Hello! I reworked my guide and decided not to use the armor build any longer, instead I focus on more shield tanking by re-arrangeing the SCB battery into two (while only one is enabled at once, details on that in the guide itself). It results in potentional 5576MJ shield strength. But I do not give up on the armor idea, but only when the time has come (i.e. it protects subsystems).

Once I have the prismatic shields I will give an update wheter I use them or not. I decided to get them (first) because my setup is made to be durable so if they (ficitional number) give 25% extra it will give more alpha strike resistance and more effective SCB usage.
By that time I will hopefully have gathered enough information through forum posts or youtube to decide if the new weapons (Cyto, Hammer) will change something about shield tanking (i.e. having extremly strong alpha damage)
 
Hello! I reworked my guide and decided not to use the armor build any longer, instead I focus on more shield tanking by re-arrangeing the SCB battery into two (while only one is enabled at once, details on that in the guide itself). It results in potentional 5576MJ shield strength. But I do not give up on the armor idea, but only when the time has come (i.e. it protects subsystems).

Once I have the prismatic shields I will give an update wheter I use them or not. I decided to get them (first) because my setup is made to be durable so if they (ficitional number) give 25% extra it will give more alpha strike resistance and more effective SCB usage.
By that time I will hopefully have gathered enough information through forum posts or youtube to decide if the new weapons (Cyto, Hammer) will change something about shield tanking (i.e. having extremly strong alpha damage)

I expect that the energy requirements of the prismatic shields are designed that it essentially means that you will have to go without 1 or more shield boosters or you won't be able to have 3 shield cell banks active at the same time with the set-up you are using. This is based on a comment I saw before about how the new weapons are to be balanced where it was stated that any advantages will be offset with extra power and power draw requirements. I somehow think that the end result for this set-up with prismatic shields will be virtually identical to using normal shields.
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However, if we consider what the term prismatic means...
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Think of a prism based spectrometer, it refracts light at different wavelengths at different angles due to a non-uniform refractive index of the prism at different wavelengths. So with shields then, the same idea could be applied where it refracts the finite wavelength range of the lasers (all lasers have a bandwidth, more so semi-conductor lasers, even atomic lasers due to Doppler broadening and harmonic effects). This effect will result in diffusing the incident laser power which means it has less intensity or power per unit area. The net result would be shields with a prismatic effect reduce damage taken by thermal weapons, but it should have no effect for projectile weapons.
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Well, this is what I am guessing prismatic shields will be, but they will be offset with higher power requirements most likely.
 
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What do you all use as a "trade python" weapons load-out? Now that I've signed up for PP, I'm getting interdicted a lot. Used to just be the random small fighter but now I'm starting to get hit by wings of three and Anacondas, so I need to start taking my trade defense load out seriously.

I'm running with an A6 power plant, A6 power distributor and A3 shields to maximize jump range so keep that in mind.

Your suggestions would be most welcome!
 
Just looked at the ed shipyard build. How do you deal with heat?

Only one battery of three SCB (C3,C5,C6) is used at once, the other is activated once the first is empty.
Usually I do no fire while using the SCB when I just emptied the capacitor (-> hot ship), otherwise there is never a problem. Against NPC it works all the time, in a critical PvP situation where I'm about to drop his shields I keep firing and take the heat damage.


What do you all use as a "trade python" weapons load-out? Now that I've signed up for PP, I'm getting interdicted a lot. Used to just be the random small fighter but now I'm starting to get hit by wings of three and Anacondas, so I need to start taking my trade defense load out seriously.

I'm running with an A6 power plant, A6 power distributor and A3 shields to maximize jump range so keep that in mind.

Your suggestions would be most welcome!

First of all I think that with a trading load-out I wouldn't think about fighting wings personally. Sure you can beat some smaller, weaker NPC wings with Cobras and such, but the A3 shield is pretty much only to save repair money from occasional station scratching ;) So I would be careful with wings containing Anacondas or several Python/FdL/Vulture and try to escape. That being said the following keeps that in mind and you shouldn't overestimate your relative weak loadout and pick your fights carefully. I personally would avoid any player wing (if they are not two Eagles). Anyway:

Vs NPC (Solo/Group/Open in no-mans-land) you can pretty much use everything you like. If you do not force any fight and only defend yourself when getting interdicted, I personally like 2x C2 Beam (G) for strong shield damage and 3x C3 Frag. Cannon (G). Just get close (<500m) and use the few seconds for maximum damage. The Frag. are quite effective against shields, you will be surprised, and are devestating once the shields are down. The Ammo is enough for one encounter and for more laser you should upgrade the Power Capacitor (or if you would want the C2 Beams to fire forever ^^).
But that's just one idea that's a bit more unusual, but funny against NPC.

Like this: http://www.edshipyard.com/#/L=705,7...,2-9Y9Y7_6u9YA08I,0AA0AA0AA08c08c07205U7Pc03w

However, vs Players (Open in popular areas) you will run into optimized loadout more often, so you will run into a severe disadvantage right at the beginning of the fight. The biggest one is your lack of SCB when others have them. Also they usually maneuver better and you get less options to use weapons like Frag. Cannons, also Cannons and Plasma Acc.
I would choose the C3 Pulse Lasers for better, sustained shield damage (->range) and C2 Multicannons. Both Pulse and Multi suit well for A6 PP and PD, but this idea is pretty much standart anyway.

I think of something like this here:
http://www.edshipyard.com/#/L=705,5...,2-A09Y7_6u9YA08I,0AA0AA0AA08c08c07205U7Pc03w
As you can see, you could even fit an A5 Power Plant saving more weight and some millions (just put Cargo on 2).


To end my post once again: be careful! even 1on1 PvP can be very dangerous if facing SCB spammers like me (you can check this in the left panel where you target the Power Plant). Do not overestimate, pick fights carefully (NPC 1vs1, NPC small/weak wings, PvP 1vs1 against "weak" ships) and avoid any player wings. Your main disadvantage are not your weapons, but your lack of shield strength.
 
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Noob question, but with gimballed weapons, how do you manoeuvre in order to have a Vulture in front of you ?
Most nimble spaceship outmanoeuvre the Python easily.
 
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