Python Thermal Build Up

Ok so I have just said goodbye to my A rated FAS and purchased a Python, all systems are A rated except the Power Plant which is currently B and still only light alloy bulkheads. The A power plant will have to wait a week or two.

The FAS was a great ship but the extra large weapon hard point and the larger shields on the Python were too tempting. Not to mention the optional trade capacity if I get the urge.

Anyway I before purchasing I always thought it would be the manoeuvrability that would be slightly disappointing but I was pleasantly surprised that it wasn't . But the thermal build up with lasers is very bad in my opinion.

My initial load out was 2 large bursts and 2 medium bursts with one large beam under the nose ( all gimballed) the thermal alarm went off after about 7 seconds of firing.

So I got rid of the large beam and put on an additional large burst. So that's 3 large bursts and two medium bursts. Again the thermal build up was not much better. The effect on enemy ships is superb be it shields or hull but firing sustainability is poor.

Im going to try 5 pulses next and see how they go. I think the A power plant will help but not that much?

For the guys who are experienced Python owners what is the best permutation for all laser combos?

Has this always been a problem in the Python or has it been nerfed by the fun police at some stage?
 
I think beams had their heat generation increased. Another reason I don't bother with them. Lol
I ran various combos of pulse/burst and other things and never had an issue with heat until I fired of SCBs. Lol
I sold my Python recently though and got an FDL. So I can't assist anymore.
 
I used to love all laser builds for the lack of downtime restocking.
However, after losing a couple of 10+ mil bounty hoards to the "just one more"ness of Compromised Nav's, i've realised that visiting a port every forty mins or so is a good idea. Doing this may also mean you could drop to one chaff, and have stronger shields.

Throw some kinetics in, kill quicker, be rid of the heat problems, and have something to do with your second fire button :)
 
I used to love all laser builds for the lack of downtime restocking.
However, after losing a couple of 10+ mil bounty hoards to the "just one more"ness of Compromised Nav's, i've realised that visiting a port every forty mins or so is a good idea. Doing this may also mean you could drop to one chaff, and have stronger shields.

Throw some kinetics in, kill quicker, be rid of the heat problems, and have something to do with your second fire button :)


Yes thats exactly why I wanted a non ammo build, spending most of my time in compromised Nav beacons. I hear what you're saying on the just one more! I've lost a couple of big bundles that way too!

I did have the two mediums on the FAS loaded with multi cannons but I found them to be average and the cannons to slow. Now if they brought out a large multi cannon to slot under the Pythons nose that would be the answer.
 
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If all you do in the Python is bounty hunter, the FDL is actually much better at it.
But if you do other things, the FDL is totally useless. Lol
I use 4 2E/G pulse lasers and 1 A4/F particle accelerator. That has about 90 shots. Never actually managed to use them all up before needed to rearm my SCBs or repair something. Lol
That makes short work of most things and only returns to base as often as if I had no PA fitted.

Not to mention the FDL can actually turn around. Lol
 
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I'm pretty sure my FAS has two large pacifier frags and two medium bursts. (I could probably switch to beams on that without a problem, but only flew it to see what the fuss was about.) Because i try mostly for larger ships, a "love nudge" and a few seconds of lasers drops the shields, then i make full use of the frags on the power plants.

My python has been shelved for a while, so not sure off hand if it's quick enough to make good use of frags. Multi cannons are the cookie cutter, but against large ships i think they have a damage penalty for being medium.

And yeah, i've never got on with cannons since i tried the huge in my 'conda, and it refused to fire about 70% of the time.
 
I use one large gimbaled beam in the middle for shields and the rest are muticannons.
3 pips and you get a long run before you run out of juice on the beam.
I tried the all gimbaled pulse set up on 2 different groups. It worked but drained quickly and took a long time for hulls.
I also did the 3 large beam/pulse and multi cannon.
Still like the multi cannon set up.

I'm going to try rail and plasma on the large eventually. Just haven't got around to it yet.
 
2 L burst (g). 2med multis (t) and a manual aim frag bottom center..
seems to work out reasonably well..

keep going back to the frag as i change out what i have as my bottom center gun. cannon doesnt seem to be as effective. missiles are just weak. and the plasma and rail want to use more power the the nearest star provides.
 
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I finally fully A-rated my Python a few weeks ago, around the time Horizons came out. The powerplant was the final piece - I didn't change anything else, but suddenly I'm overheating in combat, even without using SCB's. Siphon the Purple Python never overheated before. Something has definitely been nerfed. Seeing as some of my other ships with beams are also overheating in combat, I'd guess it's the beams.
 
2 large beams on top, primary fire and 2 medium multicannons, secondary fire. That's fire group 1.
Fire group 2 is beams on primary fire and a large cannon on the bottom, secondary fire. All gimballed.
Get that A rated power plant asap.
All lasers might be too much even for an A power plant.
 
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I usually fly with 2 large burst, 1 large pulse and 2 medium rails. Folks are right about heat, I'm sure it wasn't as quick to build up before 2.0. You could also try using heatsinks I guess, though if you are Res farming that's not going to help.
 
I am flying a python a while and endet up in this build as a multi role ship (Trade, Missions, RES)
http://coriolis.io/outfit/python/07...f6i24.Iw18eQ==.MwBj5AmboRnyZYWMIA==?bn=Phyton

The capacitor and thermal load is very good balanced.

I like the two turrets for smaller ships that normally outmaneuver you. And the central Burst Laser goes through a Anacondas reactor like a hot knife through butter. :)

Sometimes I swap one of the smaller modules for a vehicle hangar, but I never saw a profitable reason to drive around. I did it just for fun a few times.
 
Based on my experience with my mining python, which had three c2 mining lasers, there was little to no difference between using a C grade PP vs an A grade PP.
With an A grade PD the mining lasers would peak my ship's heat level to 80% by the time the capacity ran out and one of the MLs would turn itself off.

Not sure if it made a difference in rate of cooling though.
 
3 x 3E/G Pulse plus 2x 2F/G Multi-cannons - works great for me.

Mine is more or less the same but I use 3 large gimbled bursts and 2 multi-cannons.

I keep the 3 bursts with a warrant scanner in one fire group, and once I've completed the scan I swap over to my second fire group which swaps out the KWS for the multi-cannons. Once shields are down I find having the multi-cannons in the mix far more effective than an all laser setup. The multi-cannons rip through smaller ships in seconds. I don't RES farm, but I've never run out of ammo yet even after taking on mission after mission and shooting down waves in distress calls, those 2100 rounds go quite a long way. To shoot down a smaller ship like a Viper, your guns probably won't even need to reload before you've destroyed it, that's less than 90 rounds per gun. Obviously you're using them in combination with your lasers, so you can be quite sparing with them, only using them when shields are down and when you have a good bead on your target.
 
Mine is more or less the same but I use 3 large gimbled bursts and 2 multi-cannons.

I keep the 3 bursts with a warrant scanner in one fire group, and once I've completed the scan I swap over to my second fire group which swaps out the KWS for the multi-cannons. Once shields are down I find having the multi-cannons in the mix far more effective than an all laser setup. The multi-cannons rip through smaller ships in seconds. I don't RES farm, but I've never run out of ammo yet even after taking on mission after mission and shooting down waves in distress calls, those 2100 rounds go quite a long way. To shoot down a smaller ship like a Viper, your guns probably won't even need to reload before you've destroyed it, that's less than 90 rounds per gun. Obviously you're using them in combination with your lasers, so you can be quite sparing with them, only using them when shields are down and when you have a good bead on your target.

Exactly my setup as well, the amount of DPS being able to fire all 5 guns on a single target is extremely nice and heat isn't much of an issue.
 
Hi together,

I use this build for my phython:
http://coriolis.io/outfit/python/17...5n050404326gv62h.Iw18eQ==.Aw18eQ==?bn=Monty I

For me it is the perfect multirole build, you can do everything except for mining without switching a module. I use 3E/G pulsies that are more than lethal enough for PVE and leave enough capacitor for the railguns (or cannons, or PA if you like it) if I go for the big ships. I´ve been flying this for months (w/o the hangar of course) and it gets you where you want. Now, after SCB changes you might go for some heat sinks instead of 1 SB and you should be good.
I´m not so much into the multicannons, because they get -20% or so against the Annis hull, and for anything smaller you don´t really need more then the 3G pulsis.

I realized that the most important thing is not to overload the python in terms of weight. The more you are above 700t the harder it gets to throw it around, but if you keep it light and use FA off, it is pretty manouverable. Thats why i kicked the A Class sensors out. That is also one reason why it only has the reinforced alloys. You can leave them out if you are not going into Combat Zones.

Nowadays I use a fully kitted FAS with 1 PA and 3 G Pulsis, for fighting, and I don´t want to say it, but after its introduction I think the Python needs a buff to its manouverability and/or speed. When I go for elite Phythons in the FAS they are without any chance to hit me and it almost looks as if they were freezed in the center of the screen because of their lack of speed and manouverability. That is a bit too easy if you compare the price tag...
 
Ok so I have just said goodbye to my A rated FAS and purchased a Python, all systems are A rated except the Power Plant which is currently B and still only light alloy bulkheads. The A power plant will have to wait a week or two.

Welcome to the club :) Finally afforded military bulkheads this week. The Python rocks :D

The FAS was a great ship but the extra large weapon hard point and the larger shields on the Python were too tempting. Not to mention the optional trade capacity if I get the urge.

It's great being able to flip between bounty hunting / smuggling as the mood takes me.

Anyway I before purchasing I always thought it would be the manoeuvrability that would be slightly disappointing but I was pleasantly surprised that it wasn't . But the thermal build up with lasers is very bad in my opinion.

Manoeuvrability has been vastly improved in 1.5/Horizons. Something to do with updating the landing mechanics I think. But don't tell anyone or they'll nerf it ;)

For the guys who are experienced Python owners what is the best permutation for all laser combos?

Has this always been a problem in the Python or has it been nerfed by the fun police at some stage?

The Python can't handle all-laser load out IMHO. Too much heat generation.

I have gimballed C3 beams and F2 multi-cannons on top, and a turreted multi-cannon under the nose. The turreted multi cannon has a little more reach than the gimballed one, so you can aim / fire higher above the nose than with fixed or gimballed weapons.

I did have a turreted cannon down there which I though was awesome, until I launched 8 cannon rounds point blank at a crippled Anaconda (no shields, shot out power plant) and the damage % only went down by 1%. Flipped back to multi cannons and ripped her apart.

Then promptly sold the turreted cannon and replaced with a turreted multi-cannon.
 
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