Engineers Something I have been thinking about

Alright, there are a few thing I like about 2.1. That is the introduction of large and huge multicannons. Anyways, I have just bought a brand-new Python. I have it most of the way outfitted, just want to pose a question to the forums. How should I handle the hard points? The way I see it, my options (based on what I like) are:

  1. med: pulse lasers, Large at the chin: pulse laser, other 2 large: multicannons
  2. med: multicannon, large at chin: multicannon, other 2 pulse lasers
  3. all pulse lasers
  4. just like 1, but switch in beam lasers for the pulse lasers

Let me know what you think would work best and why. also, the 1st option is my current setup.
 
Depends on your wallet, play style, etc - but with the new 2.1 meta / changes (especially buffs to missiles), I personally like my Python (when configured for all purpose or combat vs when setup for mining, trading, etc) to be:

Short burst fighting, ammo not an issue or reloads via synthesis solves that (I generally carry ~10 reloads worth of simple half reload mats - half reload synthesis for missiles, multi cannon, etc all are incredibly common and easy to find)

1. 2 x Large pulse lasers on wing mounts, 1 x Large MC at underside mount, 2 x Med Seeker Missile launchers *(does same dmg as small but carries 6/18 ammon vs 6/6 for small)

Missiles work great now in 2.1, faster and more dmg across the board. Really satisfying stripping shields first with lasers and then just fox-2, seeker missiles away.

If I don't want to use up a lot of synthesis mats for reloads, and/or for longer sustained combat - then I switch to:

2. 3 x Large Pulse lasers on wings and underside mounts, 2 x Med MC - it's the tried and true combo, pulse + MC. Not as "fun" for me as missiles but gets the job done and no ammo issues other than at really long rez hunting, and in new meta, that never happens as I am always out of SCB or some hull dmg before my ammo for MC becomes an issue (especially with just 1-2 reload with synthesis)
 
I haven't used missiles since before 2.0. I wasn't really a fan then, and it has soured my experience. As I tend to do some extended rez hunting, I am not inclined to use missiles, but I might try them again. I also haven't done a whole lot of material gathering. Don't really know why, just haven't. I have found that I have the best success with the pulse/mc combo. I have used the beam/mc combo as well, but it works better when I want to do some high rez hunting against the big boys (pythons, condas, etc.). For now, my python is intended to be more of a general purpose ship, I have some 216 cargo capacity and have the weaponry to handle most threats. Will keep the missile thing in mind.

Also, I find slamming rounds into a target with mc to be very satisfying, and the spin up time seems to be shorter than it used to be, but I could be imagining it
 
Your options are basically 3 Laser 2 Kinetic, 2 Kinetic 3 Laser or 2/2 1 specialist (on the nose)

As to which is best entirely depends on what you are intending to do with it, I've been using beam turrets on the roof currently then fixed nose beam and 2 C2 gimballed multis, I found i could handle all the NPC variations with that.
 
I have been playing around with the loadout since 2.1 - decided that I am gonna use this as the proverbial all-rounder. Having been interdicted numerous times by more agile Elite ranked NPC's have gone with the following loadout:

2 x Large Turreted Beams (these cost just shy of 20mCr each!)
1 x large mutlicannon
2 x medium multicannon

Works like I dream for my play style and very, very useful during interdictions (leave BH for my FDL)
 
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