How will that fix it? Unless you want or need more sys/eng power than weapon in whatever your setup for it is. I figured the main limitation would be the weapon distribution.
Curious why you would want this on a P2, a weapon focused ship that’s already gimped with the PD?
I think it will be good for frag builds, since their WEP draw is so low. With this module maybe I could switch the bi-weave to fast charge instead of lo-draw too.
I'm having a hard time thinking of a significant other use for the module though. For combat builds with actual distro draw this won't be a good thing. Or put it on a trader or explorer, sure, but it's hardly going to make a difference in practice.
On an all-frag build, the WEP draw is already so low that it shouldn't penalize it there. But on anything that actually needs WEP to fire for long enough, this module will be a downgrade.
For ENG, without actually doing the math yet, versus CE+SC, the extra capacity could allow a couple more boosts in a row, while only penalizing regen a little.
For SYS, more idle time before you need to put pips there, I guess. Originally I was thinking to replace lo-draw with fast-charge, but the SYS regen on this is worse than CE+SC.
So I dunno. I might try it.
Apologies for the multiple quotes. But saw people were mentioning it so lemme do a little clarification. I think it will definitely fix the python mk2 for me. And could even fix the Mamba as well! But I'll need to double check.
The major issue I have with the Python mk2 is its not a "Main Battle Ship"(not to be confused with battleship, I mean like a MBT). Its survivabilty and endurance is worse than the Python and Krait mk2.
Python mk2 is a "High Performance interceptor" like the FDL and Mamba.
The lack of a size 7 power distributor and lack of a size 7 power plant means the Python mk2 cannot afford to be as frivilous with huge energy hungry weapons. Even with a size 7 power distributor it would struggle as it just has SO MUCH GUN.
But a size 7 distributor would fix the issues I have with its systems and engines capacitors constantly lacking, even with "careful" "pip management"
The only option is to use energy efficient weapons. Multicannons, frags, cannons, missiles. (Don't forget kinetic damage can break shields... its not like explosive damage that is horrible against shields...)
(Such as Forbiddenlake mentioned! hence me quoting them to point that they already answered the "why to use it on Python mk2")
From my experience... combat situations while flying the Python mk2, like other interceptors, it gets easily torn apart due to low survivability when its shields drop. So it neeeeeds shields and needs good ones. But lack of capacity for excessive shield cells means the only way to regain shields is via landing by a station or by using frequent reboots to reset shields to 50%, combined with a prismatic and 6 shield boosters with heavy duty (which makes me narcaleptic and bored to death) to give the raw capacity to just tank it.
But I like ramming, and I like multiple engagements, I am not doing 1v1 pvp engagements, I'm hunting pirates, sometimes multiple in a row, and the only reason I go back to a station is either A) ammo is out or B) my ship hull is low. So the only solution for my personal use would be... Bi-weaves Reinforced with fast charge. But in the flow of combat this heavily drained the capacitor and in combination of using boosting and manuvers to increase survivability... things get bad and I found the ship frequently running "out of breath" with all three capacitors empty. With high cap distributor I could keep up the pace but then the fight would fail the moment the capacitors ran empty, with high regen wasn't much better. After all in the heat of the battle you can't have 4 pips in systems AND 4 pips in engines, unless you have 2 afk accounts sitting in multicrew... and I don't have the money for 2 alt accounts... and the python mk2 only has 1 extra seat.
People keep saying "pip management" when they talk abot combat in all ships but it doesn't matter how much to "manage" your "pip", if its tiny all the people round you are going to laugh and kick you to the floor and go find someone with a bigger PD to fight.
I won't stop anyone else skipping this double engineered power distributor. Play your way. If it works for you then it works! But for me the "equip prismatics and 8000133700042 shield boosters" strat hasn't worked for me, frequently leaving me bored AND dead.
Bi-weave. Hull Tanking. 2 or so resistance optimised shield boosters with chaff, a point defence and a kws to make for a pirate hunting brawler! Ramming pirates whilst ripping their ships apart under a hellstorm of bullets. A "justice-beserker". A few gouges on the hull doesn't matter when my shields will be back in record time. Or a few careful manuvers to allow my shields to recover mid battle like some "death-dancer" striking hard and using a compact yet efficient buckler or metal arm gaurd to parry blows in a dance of combat... Like a Spartan... Or kinda like a Dark Souls build using regeneration so mid boss battle you just focus on dodging while your spell restores health. Or like in X4 Foundations making use of the Xperimental Shuttle's boost capacity to gain distance, regen shields, then yeet yourself back into the fight.
(This is a long post, sorry if things are a bit unclear, I'm not very good with communication and I refuse to use AI to "talk for me". Plus english isn't my mother toungue and I am much better at 3d modelling than speaking.)