Combat build for Python

Discuss anything relating to Elite: Dangerous
Mongorians
Novice
Novice
Posts: 53
Joined: Thu May 07, 2015 11:23 am
CMDR: Mongorians
CMDR_Platform: None Specified
Contact:

Combat build for Python

Postby Mongorians » Mon Feb 01, 2016 4:22 pm

Hello CMDR's

Hey I have been playing around with a nearly A Spec Python (7B Power distributor and powerplant) for a little while now. I am just curious as to what others have been using as a combat set up that has been working well. Thanks for the input.

Very Respectfully,
CMDR Mongorians
Image

User avatar
blazingmaniac
Expert
Expert
Posts: 458
Joined: Sat Apr 18, 2015 9:31 am
CMDR: blazing
CMDR_Platform: None Specified
Contact:

Re: Combat build for Python

Postby blazingmaniac » Mon Feb 01, 2016 4:52 pm

Combat Spec Python

This is what I use for both combat and mission running for ranking up etc. It is an all rounder, if going into a CZ then I would ditch all other utilities for shield boosters and fit with 3 x C3 Gimballed Pulses and keep the C2 Cannons.
Had this version for a long time in one form or another :)
Image

Feldspar
Expert
Expert
Posts: 309
Joined: Sun Jan 25, 2015 10:39 pm
CMDR: Feldspar
CMDR_Platform: None Specified
Contact:

Re: Combat build for Python

Postby Feldspar » Mon Feb 01, 2016 6:25 pm

You need to A spec your distributor, seriously.

I was playing with the loadout of my Python (fnar), and realised that I'd downsized the power plant to give me more range, but then it's a general purpose boat, not a straight out combat machine.

Personally, I'd ditch the A spec life support for D rated, but then I don't fight until my canopy has blown, saving a few tons here and there helps a little with agility and speed. Point defenses are less useful than chaff launchers (at least in the current environment).

User avatar
StaticRadion
Expert
Expert
Posts: 425
Joined: Sun May 10, 2015 4:25 pm
CMDR: StaticRadion
CMDR_Platform: None Specified
Contact:

Re: Combat build for Python

Postby StaticRadion » Mon Feb 01, 2016 6:33 pm

Her name is Diplomacy and she is or was my ship of choice for a long time.

This is her relatively new spec because at some point I sold off her A6 Prismatic shields and that IMHO took away her ability to be a serious PVE combat ship. Instead she fills a multi roll slot like the guys at FDev probably intended.

Basically for combat the pulses can fire forever while still leaving energy in the capacitor to punch out a few bolts from the PA. Once the shields go down switch to the Cannons if you need some extra stopping power because the combined dps of the pulses with the cannons will outweigh waiting for the capacitor to recharge after the PA has drained it.

Basically do what feels right, but with respect to blazingmaniac don't use beam lasers if you find yourself with a good amount of time on target. Beams are the strongest against shields, but the weakest to hull and modules so with the changes to the game they have become a silly mess. If anything you could put beams in the medium hardpoints and pulses or bursts in the larges and use the beams to strip shields and the others to hit hull or modules if you wanted a build that didn't use any ammo.

If you want to see a comparison on some ship defenses that also gives a good amount of info on some weapons I created a post that can be found here or if you just want to watch a video that shows everything about large lasers look no further than here.

There is also this video here comparing beams to pulses, but what you are seeing can be a little confusing. In the video Kornelius is in an identical cutter to his friend with exception to the weapons. His friend has 2 large pulse lasers and is shooting at him while he is returning fire with a split screen view of two different load outs, one with 2 medium and the other with 2 large beam lasers. They are both using 4 pips to shields, making them as strong as possible, an 2 pips in weapons. Neither of the commanders is allowing the weapon capacitors to recharge. In the end you see that Pulse lasers end up being about 20% more effective as that is the remaining amount of shields his friend has when his shields go down.

TL;DR I don't blame you this ended up being longer than expected. Use 2 pulse lasers and 2 med cannons.
Image

Mongorians
Novice
Novice
Posts: 53
Joined: Thu May 07, 2015 11:23 am
CMDR: Mongorians
CMDR_Platform: None Specified
Contact:

Re: Combat build for Python

Postby Mongorians » Mon Feb 01, 2016 7:14 pm

Thanks, that was a lot of useful information. I will just have to figure out which of those I like the best.
Image

User avatar
JohnLuke
Deadly
Deadly
Posts: 5172
Joined: Sun Apr 19, 2015 10:24 am
CMDR: JohnLuke
CMDR_Platform: PC-MAC
Contact:

Re: Combat build for Python

Postby JohnLuke » Mon Feb 01, 2016 10:12 pm

There is also a lot of Python loadout info in these two threads.... :)

viewtopic.php?f=5&t=2567

viewtopic.php?f=5&t=3587
-JL

Discord Admin
Forum moderator
FB Group moderator

Image

User avatar
Walter
Master
Master
Posts: 778
Joined: Sat Nov 08, 2014 5:54 pm
CMDR: Walter Wall
CMDR_Platform: PC-MAC
Contact:

Re: Combat build for Python

Postby Walter » Tue Feb 02, 2016 10:02 am

StaticRadion wrote:Her name is Diplomacy and she is or was my ship of choice for a long time. Use 2 pulse lasers and 2 med cannons.

I have a similar build except that I have three pulse lasers and two shredder MCs (huge amount of ammo), no FMU or interdictor and a 4A Fuel scoop.

And I've just stopped using it in CZs in favour of a Vulture - wish I'd done it sooner. It's quicker to start and stop and doesn't get hit as much. True, it doesn't punch as hard, but hits more often as it stays on target.

I'll keep the Python for general work that needs armament, but don't expect to use it as often.
Image

Mongorians
Novice
Novice
Posts: 53
Joined: Thu May 07, 2015 11:23 am
CMDR: Mongorians
CMDR_Platform: None Specified
Contact:

Re: Combat build for Python

Postby Mongorians » Tue Feb 02, 2016 2:05 pm

In the end I believe I am just going to look for a cheap trade conda build and use that for trading and just make another vulture. I miss it dearly. I do enjoy the python.. just miss the mobility.
Image

User avatar
StaticRadion
Expert
Expert
Posts: 425
Joined: Sun May 10, 2015 4:25 pm
CMDR: StaticRadion
CMDR_Platform: None Specified
Contact:

Re: Combat build for Python

Postby StaticRadion » Tue Feb 02, 2016 2:13 pm

Walter wrote:I have a similar build except that I have three pulse lasers and two shredder MCs (huge amount of ammo), no FMU or interdictor and a 4A Fuel scoop.

And I've just stopped using it in CZs in favour of a Vulture - wish I'd done it sooner. It's quicker to start and stop and doesn't get hit as much. True, it doesn't punch as hard, but hits more often as it stays on target.

I'll keep the Python for general work that needs armament, but don't expect to use it as often.


That is kinda the boat I am in too. Like I said the Prismatic Shields really make or break the Python as a combat ship IMO. I will eventually get them back and then Diplomacy will look something like that.

With the changes to SCB's, an A6 giving more than 320 Mj, I don't feel like the standard A6 shields leave enough of a buffer to keep them up 100% time. Prismatic shields give you a nice 100 Mj buffer that can cover the 5 sec recharge on the SCB if you need to use 2 in a row. With that setup I prefer it to the Vulture for staying power in a RES or CZ.

The interdictor is for if I see a random PP target and the FMU on either variant is because A6 SCB's cause minor overheating and module damage. A5 SCB's are the largest SCB's that some ships can use without overheating and they recover about 250 Mj, but they use almost he same amount of power as A6 so I don't use them if I have a class 6 slot available.

Again I went rambling on, oh well... I like explaining things.
Image

FANTA5M1C
Competent
Competent
Posts: 120
Joined: Thu Jun 25, 2015 7:24 am
CMDR: FANTA5M1C
CMDR_Platform: None Specified
Contact:

Re: Combat build for Python

Postby FANTA5M1C » Fri Feb 05, 2016 9:19 am

PvE, I assume.

I was using two large turretted burst lasers, two rails and a PA under the nose, though that was before the frag fix. I think these days I would rather put a large frag under the nose.

Whatever weapons you choose, pack as many of your 5- compartments with D hull reinforcements as you can and use everything else for shields and shield cells. Two shield boosters and two heat sinks should keep you in the fight for quite a long time.
Image


Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 34 guests

i