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

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!
My trade python: http://www.edshipyard.com/#/L=705,4...,2-BQ9Y7_6uB6A08I,0AA0AA0AA08c08c0727Pc05U2UI
Not sure how your PP, and distributor would work...
 
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.

They can, especially very competent FA-Off users. But many people aren't able to fly like Isinona (check his youtube if you don't know him) and/or make almost no mistakes. So in a way I can use my tankiness to wait for mistakes that sooner or later will occur. Against one Vulture I have a lot of time.

But I don't only try to react of course. I use a lot of FA-Off, but only in suitable situations as I can't control my ship well enough for 100% FA-Off (I think this is indeed a little disadvantage of using Mouse and Keyboard [or harder to control], but I make that up with accuracy). Situations like i.e. you are behind him and he turns slightly faster, with FA-Off you can slightly change your angle through creating a little gap (because you drift into another direction rather than following him directly). A sudden switch to flying backwards after an FA-Off 180° can create a surprise moment giving you a full broadside or if he is very close the chance to boost in his direction to just destroy his current superior position.

Flying backwards is useful in general because you can easier maintain a certain distance which helps to get him in sights. Think of it this way: if between you and your target is only a 100m gap and he moves 20m upwards and you stay on your position, you need a big change of you own angle to keep your crosshair on him. If this gap is 1000m, it's relative only a slight change which means you only need to adjust your own angle a little bit. This somewhat makes up for your worse agility. (I hope I could make it clear, it's not my native language) Only going forwards usually means that you constantly lessen the gap and increasing the own needed change of the ships angle. But it's situational in which direction you should fly. If he adapts to your backwards flying, it's time to change again.

I don't know if I'm lucky or unlucky, but I haven't met a pilot I never could even shoot on. I'm sure they exist as I'm not the best, but without wanting to be arrogant: I'm a competent pilot who's no easy prey.
 
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They can, especially very competent FA-Off users. But many people aren't able to fly like Isinona (check his youtube if you don't know him) and/or make almost no mistakes. So in a way I can use my tankiness to wait for mistakes that sooner or later will occur. Against one Vulture I have a lot of time.

But I don't only try to react of course. I use a lot of FA-Off, but only in suitable situations as I can't control my ship well enough for 100% FA-Off (I think this is indeed a little disadvantage of using Mouse and Keyboard [or harder to control], but I make that up with accuracy). Situations like i.e. you are behind him and he turns slightly faster, with FA-Off you can slightly change your angle through creating a little gap (because you drift into another direction rather than following him directly). A sudden switch to flying backwards after an FA-Off 180° can create a surprise moment giving you a full broadside or if he is very close the chance to boost in his direction to just destroy his current superior position.

Flying backwards is useful in general because you can easier maintain a certain distance which helps to get him in sights. Think of it this way: if between you and your target is only a 100m gap and he moves 20m upwards and you stay on your position, you need a big change of you own angle to keep your crosshair on him. If this gap is 1000m, it's relative only a slight change which means you only need to adjust your own angle a little bit. This somewhat makes up for your worse agility. (I hope I could make it clear, it's not my native language) Only going forwards usually means that you constantly lessen the gap and increasing the own needed change of the ships angle. But it's situational in which direction you should fly. If he adapts to your backwards flying, it's time to change again.

I don't know if I'm lucky or unlucky, but I haven't met a pilot I never could even shoot on. I'm sure they exist as I'm not the best, but without wanting to be arrogant: I'm a competent pilot who's no easy prey.

In terms of flight assist off combat, the best video series I have seen and used when I started learning it was by Look Inverted.
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https://www.youtube.com/watch?v=VLYOHn6aLpQ
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The best advice I found in the video for combat against slower, larger ships was FA-OFF boost turning towards the ships yaw axis, he demonstrates this at about 32 minutes in the video. He also states, as well as with another FA-off tutor on you-tube (tommyTTK) that toggling FA-on and FA-off is in no way inferior (possibly superior) to flying exclusively FA-off such as you describe here. That is essentially what I practice. I practice the space-station FA-off runs through all the corridors and tunnels on the outside of the occulus stations, but I am not confident enough to use FA-off exclusively in combat :D. I am constantly toggling FA-off and FA-on.
 
In terms of flight assist off combat, the best video series I have seen and used when I started learning it was by Look Inverted.
.
https://www.youtube.com/watch?v=VLYOHn6aLpQ
.
The best advice I found in the video for combat against slower, larger ships was FA-OFF boost turning towards the ships yaw axis, he demonstrates this at about 32 minutes in the video. He also states, as well as with another FA-off tutor on you-tube (tommyTTK) that toggling FA-on and FA-off is in no way inferior (possibly superior) to flying exclusively FA-off such as you describe here. That is essentially what I practice. I practice the space-station FA-off runs through all the corridors and tunnels on the outside of the occulus stations, but I am not confident enough to use FA-off exclusively in combat :D. I am constantly toggling FA-off and FA-on.

Thx for your input and the video. I will watch it soon, sounds interesting! You're right, I took Isinona as an example because he seems to be one of the most well known people for their flying skills, but it gave the idea I mean FA-Off exclusively. I didn't mean to say exclusive or toggle is better than the other.
 
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. . However, if we consider what the term prismatic means... . 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. . Well, this is what I am guessing prismatic shields will be, but they will be offset with higher power requirements most likely.
Most interesting theory! But that leads to the question how these shields would fare against wizards wielding the spell of 'excellent prismatic spray'. . . . . . . . . . . . . . . . . . . . . . . . . The ONLY special Power Play rewards I'd be interested in wouldn't be weapons or shields but a special power plant.
 
Most interesting theory! But that leads to the question how these shields would fare against wizards wielding the spell of 'excellent prismatic spray'. . . . . . . . . . . . . . . . . . . . . . . . . The ONLY special Power Play rewards I'd be interested in wouldn't be weapons or shields but a special power plant.

I don't have any theories as to how prismatic shields would fare against 'excellent prismatic spray'. I don't have any theories as to discerning your interests in power play modules either.
 
Just a post to bump this thread :p









Just kidding, I updated the guide and added a alternative version thats suited for PvE better because I realized my build is heavy PvP focused, but I play Open PvE 99% of the time at the moment. It has other strengths (versatile, more alpha resistance) and weaknesses (less persistent shield) because I already kept 1.4 changes in mind (and with one or two thoughts regarding Horizon). It may change again a little if it turns out that the chance of the power plant destroying your ship instantly is now 95% instead of 100% though ;) I personally hope it's more of a bad luck thing and we finally have not to fear instant destruction shortly upon losing the shield. The Python can easily live with only 50% power after the shields are gone. But any way the armor stuff still is totally optional, apart from not fighting without shields when not equipping armor nothing changes.
But I will test it further. I'll I admit it seems a bit rushed to already update without actually knowing how it finally turns out (although you can see in beta that you don't die every time now) but I was in the mood ^^
 
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Update: the full-combat Python will die with 1.5. My guide will probably be not viable any longer. Use another ship. At best a small one as all big ships will be nerfed pretty hard.
 
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Update: the full-combat Python will die with 1.5. My guide will probably be not viable any longer. Use another ship. At best a small one as all big ships will be nerfed pretty hard.

This

If things end up looking close to what's currently going on in 1.5 beta, it'll be a whole new dynamic. SCB heat damage may make them unusable if they don't back it off a bit. Right now, it's looking like Vulture and FDL may be the only realistic viable options based on risk and re-buy costs. Haven't tried the new Viper yet, so that may be an option as well.
 
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