Ships Question about the Python

I've been trading for a while with my python and and got to enough assets to try gearing it up for combat, I've done a little bit of testing with a couple different types of weapons but haven't found anything too solid. Turrets seem o.k. It helps with the lumbering way the python handles against small fighters, but I just don't feel all that powerful like I've read about other pythons in the past. Which weapons have you guys come enjoy while using your python? I've read in a couple places that the Python got nerfed in some aspects but the way the game changes from day to day, its hard to keep up with whats up to date hehe.
 
3 Large Gimballed Beams, 2 Medium Multicannons. If you engage anything small and get first draw it will be a melted heap of scrap before it knows what hit it.

Seriously, anything sub-Cobra will vapourise in your first contact with that load out. Bigger stuff you might consider switching the centre beam for a cannon to go for sub-systems.
 
I've been trading for a while with my python and and got to enough assets to try gearing it up for combat, I've done a little bit of testing with a couple different types of weapons but haven't found anything too solid. Turrets seem o.k. It helps with the lumbering way the python handles against small fighters, but I just don't feel all that powerful like I've read about other pythons in the past. Which weapons have you guys come enjoy while using your python? I've read in a couple places that the Python got nerfed in some aspects but the way the game changes from day to day, its hard to keep up with whats up to date hehe.


I have had great fun with three large gimballed beam lasers in the past, but in normal combat zones and Powerplay combat zones I prefer a combination of 2 turreted beam lasers and 2 turreted pulse lasers on top because they are able to keep the pressure on more agile targets without overheating and without draining the power before the target is down. In these combat zones the targets are better armed and armored and it takes longer to destroy them.

Because of the better AI you need a way to keep firing on these fast and agile targets who will try to get on your tail all the time. I found that turrets are perfect for this. Even the fastest targets are unable to avoid your fire. Vultures are a piece of cake with this setup and even large opponents become very nervous under constant laser fire they cannot avoid and that eats away at them without pause.

I have a large gimballed cannon in the belly hard point that I use only for targets of Asp size and bigger. But I do somewhat doubt it's effectiveness.

Of course a turret is weaker than a fixed or gimballed weapon, but the fact that it can fire constantly at targets you cannot even see makes up for that.
 
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2 fixed class 3 beams on top hardpoints
1 gimballed class 3 cannon on underside hardpoint
2 class 2 burst laser turrets
 
A7 distributor, 2x size 2 beam turrets, the distributor actually fills when the beam turrets are engaging the small fry.
1x size 3 g beam on belly
2x size 3 g bursts on top h-points.
Takes care of the big fish.
I would not PvP with python, even with A-rated thrusters, it wouldn't be able to get out of the way of plasmas, cannons, etc the other large ships carry.
 
2 beams (large), 3 pulse. Target powerplant and watch everything die.

(Yes kinetic mixed in may be better against NPCs but in PVP you can melt someones shield with this and they'll be running for supercruise before they deploy hardpoints).
 
I link StarLightBreaker´s post here about weapon damage against shields. It proves that chosen a weapon loadout can be a real science! It becomes even more complex, when you take the distributer´s capacity and recharge rate into account (see the following posts in the link).

To make it short: it is possible maxing out the damage, when you adjust the loadout to the expected foe´s and combat situations CZ, PVE and PVP.
 
Took me a moment, but I really love :

A7 distributor
A6 shield with 1 A0 shield booster.
Up : two class 3 pulse turrets, two class 2 pulse turrets.
Down : one class 3 pulse gimballed.

Light opponent : 2/2/2 pips, aircraft such as Eagle will be down thanks to turrets before I could even target them. Not time to overheat weapons, faster and more solid as a Vulture.
Middle opponent : Same as light, if near overheating go on 2/1/3.
Huge opponent : 3/0/3 pips, if 2/0/4 non-stop fire allowed.
 
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Took me a moment, but I really love :

A7 distributor
A6 shield with 1 A0 shield booster.
Up : two class 3 pulse turrets, two class 2 pulse turrets.
Down : one class 3 pulse gimballed.

Light opponent : 2/2/2 pips, aircraft such as Eagle will be down thanks to turrets before I could even target them. Not time to overheat weapons, faster and more solid as a Vulture.
Middle opponent : Same as light, if near overheating go on 2/1/3.
Huge opponent : 3/0/3 pips, if 2/0/4 non-stop fire allowed.

Sounds pretty nice.
But I like a mixed set with 2xC3 beams and cannons (all gimballed) - for the rare but really dirty 'ambushed by a pc-wing' situation when you need to go 4/0/2 to survive while still able to deal heavy damage! Imho the best allround-set...
 
My Python is a multi-role (fighting, hunting, trucking, exploring).

Tried beam, but didn't like them :
As turret, they are a waste of resources as a turret will miss at least half of the time.
As gimballed, I found them very efficient against shields, but less against modules and hull, and gimballed targeting seems better with pulse.

As I'm only with pulses, my whole configuration need only a A6 powerplant, so my ship is lighter (666t empty) and less costly (132M fully equiped, which mean less maintenance and rebuy costs).
And I'm not a good enough pilot to use only gimballed against a flight of eagles/vipers/vultures which will turn around you.
I do some "Heavy Combat Zone", but must admit it's not the best ship cause all enemies Pythons and Anacondas in range will target you as soon as they can.

So weapons configuration is about what you want to do with.
 
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Here's my "final" multirole Python build.

(2) 3C/G and (2) 2D/G beam lasers on top
(1) 3B/F plasma accelerator under the nose

I use the (2) 2D/G beam lasers to bring down shields. Beams have the best DPS (damage per second) against shields, and with a 7A power distributer they'll fire long enough to bring down any shield I've come across so far.

I use the (2) 3C/G beams lasers to melt hulls. Pulse lasers are better at both targeting subsystems and DPE (damage per energy), but I just like beams! Firing all four at once can't be sustained for very long at all, but long enough to melt some of the smaller ships on one capacitor charge.

I use the 3B/F plasma accelerator against the bigger ships (and because I can!). Four hull shots will destroy a shieldless Imperial Clipper. You could probably do it in fewer shots if you can hit the power plant, but that may not be easy.

Plus it has 200 tons of cargo space for trading, and a big fuel scoop and advanced scanner for exploration!
 
I fit my phyton just for war use, nice in conflict zone.

3 Large Pulse Gimballed, 2 Cannon Med Gimballed

4 shield booster A, total shield 730Mj

All best modules, with class D sensor and life support (for weight)

A6 shield, 7A powerplant, A6 trhuster, 7A power distributor, 5A FSD.

In the internal i put only shield cell, i don't need nothing else, just put a 2A frame shift interdictor.

When i need to do some mission I just remove one or two shield cell slot and put cargo racks, collector limpet etc.
 
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