Ships Yes, I'm Actually going to Fight with It...

As some of you know, I'm a Hardcore, small ship zealot who see's players using Conda's to explore as some sort of blasphemy. I mean really, Exploring Conda's? That said, not to long ago I decided to upgrade my cargo ship (a Clipper) to a Python (BTW, I like the Clipper more as a cargo vessel), and I have to say that I'm getting this urge to take her out and pick a fight at the local RES zone. Couple of questions;
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1. I tried fighting with her a bit when I got interdicted, and quickly found out that fixed weapons aren't her strong suit. So do I look at gimbed or turrets?
2. Tactics, is she best used as a toe to toe slugger, or do I keep a distance and pound away (I would imagine this might depend on her load-out)?
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Any advice will be well received, and NO, I'm not a convert to large ships, I just want to try her out a bit.
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Well, by the looks (Because I haven't even had the chance to even purchase one!) it can be outfitted for a number of things at once, because of it's large size. So, if you can afford it, then it's good choice for those long voyages.
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You shouldn't really discourage anybody from using it for what ever they want to . Because that's where some of the freedom is.
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I use boost whenever the situation calls for it.
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Yep, I sometimes over use it.
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I'd actually say that fixed weapons are exactly what her strongest suit is compared to using a Clipper due to the excellent hardpoint placement and using anything but fixed is unnecessarily gimping the ship, but hey - different strokes for different folks...
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I think gimballed should be phased out, as it's basically shooting while sleeping. Although it does giver players some thing to work hard for, but that's about it. Otherwise, gimballed weapons are taking skill away from the players by doing al the hard work it self. Yet, I'm currently using them myself.
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I once even opted to shoot without targeting and found it ridiculously hard. Especially since, it gave no indication as too how much damage I was doing unless I pressed T on and then switched them off again. You know, the Devs could continue working on damage models for ships. Because as impressive as seeing ship with fires lit on the parts I have damaged with laser fire. It doesn't cut it. Even when the beam lasers leave scorch marks reminiscent of the Z's of Zorro. Yet those marks fade away moments later. Which is totally wrong unless the ship self repairs those surfaces scars.
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On subject of this, I also notice the most damage any of my own ships have shown back in the hangar (After looking at it using the Debugging Camera!), no matter how bad it was. it would just display missing paint. Nothing else.
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I recall seeing in a video how the Devs were supposedly designing the ships in such a way that parts would often break off after receiving sufficient damage (Like when a sub-system has been shut down!) or just look bent out of shape after one to many ramming collisions.
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So how about resuming that much detail Frontier, I would love to see this feature given your expertise and I already paid thinking it would go this way.
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Another thing, when I lose a section of my canopy. It just shows a un-damaged wind-screen, that still appears flawless, when viewing my damaged craft with the Debugging Camera.
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So how about fixing that mistake as well.
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I assumed this much realism could be implemented, but it hasn't. At least not in my version of the game.
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I want see ships with large parts their chassis missing. There are so many ways this can be done here.
 
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Love my Python though now can't choose a proper weapon loadout :(
Enemy Shields go down pretty fast but hull is a pain to destroy. IDK, maybe i just want "i win" button, but i really need some weapons for fast hull ripping.
 
Love my Python though now can't choose a proper weapon loadout :(
Enemy Shields go down pretty fast but hull is a pain to destroy. IDK, maybe i just want "i win" button, but i really need some weapons for fast hull ripping.

3 large pulse lasers, 2 medium railguns, Hammers if you can get them.

The pulse lasers do a credible job destroying hulls, but it is a bit slow compared to dual Hammers.
 
Have found that NPC in CZ much more durable than regular. Yeah, railguns\cannons is good for CZ, otherwise i'd stick with medium beam turrets.
Thanks for tips!
 
This was not the case prior to the FD NERF-bat being applied to my beloved Python. She was fast, nimble and unstoppable.
It is a lot harder now, it's called "balancing" I am told.

Trading up from a T 9 my python to quote is like "grease lightning " dont understand the negative comments
 
Pythons are great ships. Love mine but then I've only had her about a week. Can trade and hunt to my hearts content in her. My build is in my signature.
 
But don't show them your drives or your toast.learned the hardway with that they took em down i rebooted they took em down again until i eventually went poof!
 
This is my problem with the python as a pure combat ship; you just can't get away. Naturally you do what you can do keep in the green but when the inevitable happens, there is very little you can do about it. I even played around with an A-rated Clipper purely b/c of the ability to escape when I try to fight inebriated.

Lucky to escape security in starbases, they'd be very angry... MADD even. I think some overlook the impact on maneuverability and jump range when they A rate everything. I always go with D rate on non essentials, especially on things that add enormous mass. But by all means, shields, power plant and distributor, FSD are priority A rates. I stock an A rated SCB too as a precaution and keep in the fight longer
 
I disagree. I have an A rated Python and dominate whenever I'm in combat. I don't need to "get away" because I generally win.
All about build, and importantly skill. Too easy to generalise about ships. The Python is a fine ship.
 
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I disagree. I have an A rated Python and dominate whenever I'm in combat. I don't need to "get away" because I generally win.
All about build, and importantly skill. Lets not generalise. The Python is a fine ship.

I'm just saying A grading things like thrusters, sensors and enhanced armor add enormous mass and significantly reduce maneuverability and jump range (I currently get over 18 in a combat fitted FAS). Not to mention the price tag
 
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This is me for general purpose BH/missions/CZ

http://coriolis.io/outfit/python/07...3c-5i5i6l585824.Iw18QDC1A===.EwBj5BGabSWDJQ==

Size 6 slot is for whatever the situation requires

Laser for everything PA for large targets

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I'm just saying A grading things like thrusters, sensors and enhanced armor add enormous mass and significantly reduce maneuverability and jump range (I currently get over 18 in a combat fitted FAS). Not to mention the price tag

Notice my build remains under half optimal thruster mass also
 
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