uvelius wrote:Thanks for the feedback! Two things:
- How about a Large fixed weapon? I had difficulties aiming it due to the lazy behaviour (though I had D or C thrusters there).
- How about Middle fixed weapon convergence? How do 2 Hammers work? And isn't the Python quite helpless when swarmed by many?
- Which leads us to the last point, turrets: Do 2 Class 2 Burst Turrets consume too much capacitor/generate too much heat?
Lets see if I can help with these points.
Large fixed weapons are another beast and in my opinion it depends on placement. I often have a large fixed cannon on the bow of the ship, but placing them in the rear (stern) is possible if you are good at correctional movement using horizontal thrust, yaw, and or both. The slower speed of PA and Cannon projectiles means that close combat is a necessity.
I don't really like the medium fixed weapon convergence for pve, though it does work. If I was going to do pvp I would use a couple of railguns if only because of the raw power and the fact most pirates and traders are in large ships, but then again the limited ammo drives me crazy.
In swarms of 3 or more ships the Python takes some finesse and a kind of kill order. In pve mine personally goes something like Python, Asp, Eagle, Federal Dropship, Anaconda, Clipper, Viper, Cobra, and finally Vulture. You will have to make your own mental kill order and it is a balance of how powerful an enemy is, how quickly they come about (turn around), and how quickly they can be killed. This is why the Eagle comes before the Anaconda because an npc Eagle will make a ridiculous number of passes on you before you can kill an Anaconda but takes seconds to kill. Don't get discouraged because even when I had a C class Python I was regularly taking on strong signal sources solo and coming out on top and you will get there soon with some practice.
Turrets are a great resource, but depend heavily on play style. So before I briefly talk about them I am going to talk about power distribution or my three default power profiles I use in most ships.
Power to Weapons: 3.5 pips to weapons is my personal max because most ships get a little lethargic without 2 pips in engines.
50/50: 2.5 pips in weapons and engines. This is not so much about weapons as it is about a little more maneuverability.
Power to Systems: 4 pips in systems. For when you are getting hammered, need a shield cell, or are preparing to ram.
So taking this into account my main requirement is that turrets be able to be used within all 3 profiles. So the turrets have to be able to be powered with only a single pip in weapons. With an A spec powerplant I can still power a few different turret options in the medium bays with 1 pip to weapons but you will have to do some testing with the C if you subscribe to the same mentality.
Side notes and tips:
-FAO is your friend but yaw is not. Yaw in the Python kinda sucks and you will have to learn to compensate for it.
-Running away like a pro: Move in the straight line, full power to shield, FAO, boost, roll and side thrust in the same direction. This will put you in a type of barrel roll vs the aileron roll you see most players doing. The movement fries the npc logic or something because sometimes they stop shooting at me all together.
-Have fun =)