I never was able to use my python for anything but a trading ship, but thanks to you I just tried out your build with only scb 5b x 2 and it works great! thanks soo much! lol
Tried a new Anaconda build last night. 2class 3 gimbaled pulse lasers on top, class 2 turrets on the side, huge gimbaled multicannon under the nose, class 3 turret pulse behind the multicannon and 2 class 1 turret beams. So far working very nice. I did have to make some adjustments for power consumption and to keep over 200 tons of cargo room. So far this is working out to be a great mission multipurpose ship with a very strong and deadly bite. Also you can upgrade the modules and "deliver" them back to your other ships since I upgraded the FSD to almost 19Ltyrs.
That's awesome! I'm still working on getting an Anaconda. Technically, I have the credits for it, but I'd have to sell some of my ships and I just don't want to part with my Clipper or Python. Are you saying that you can swap out engineer upgraded modules between different ships in your hanger?
Nice vid. Thanks for the build tips. It does not seem to me that Frontier really improved the AI so much as over powered the maneuverability of the NPC ships. Ships that should never be able to out pitch an A-rated FAS or FDL now do it all the time. It does not seem like you can build an agile fighter that can compete with any NPC ship on maneuverability, except for an Anaconda. Seems like every dog fight just turns into a boring jousting match, where flying backwards with a shield tank is the new meta. Certainly makes it harder to earn a living bounty hunting, but kind of sucks all the joy out of combat flying as well. Guess Frontier wants to force us to use the Engineers for upgrades and just added a lot police to ease the pain while everyone is randomly searching for randomly spawning materials for random spins of the upgrade wheel. Have you found a stock A-rated ship/build that can compete with NPCs on a maneuverability basis? Thanks again for Python build tips.
I have not found such a ship and you're completely right on all points! I couldn't agree more! And furthermore, have they thought about how this will affect new players? Somebody who just moved up to an Eagle or a Cobra or something like that heads to a RES only to have their hard-earned new ship destroyed in a matter of seconds. If I weren't already well pretty well established, I think that would be a huge deterrent for me to invest in this game as a newcomer, much less purchase any of their texture packs or ship kits (which are awesome btw!).
You could switch that Advanced Discoveyr Scanner to the class 2 slot, and therefore upgrade a hull reinforcement package from 2D to 3D. Not a major improvement but it all helps.
cheers for the vid, really helped me get my python set up nicely, I was having my ass kicked. especially by small ships. now no worries, I've been testing it out in the combat zones and it holds its own very nicely.
Good thing the AI has been somewhat fixed, i have an a-rated trade python with 2 turreted large beams, 2 turreted medium multi-cannons and 1 large gimballed multi-cannon. Yesterday at a nav-point i took down every single wanted target i could find for an hour long without not even once losing a shield... 2 large beams really is the bomb, it eats right through shields :D
Yeah, the AI is largely toned down now. I haven't anyone complaining about it for quite a while lol. Seems like you've got a pretty decent loadout going :D
I realize this build is a few months old but I can't honestly wrap my head around it. A Vulture with 2 gimballed pulse lasers, an A-rated shield gen and a chaff launcher does plenty enough to 1v1 Pythons and Condas in HazRES. Throw on an SCB and a heat sink, then just keep the weight down. D sensors, D life support, D anything that doesn't have to be A. No extra armor or hull reinforcement, don't fill out every internal. Gives me no problem with power even with hardpoints out, tanks on shields all day and doesn't cook its own modules. Every time you fire your SCB on this Python you're taking 2k out of the bounty in repair bills. Just keep it light, tank on shields. Run 2 gimballed beams on the mediums and a plasma accelerator on a large, keep the multi-cannons and you should drop any ship in seconds.
Yes, remove module then select the ship you want that module to be in. Then select space on the new ship you want. Select browse. Option to buy back module is on the upper left side. Note: you must do this in less than 10 minutes and cannot leave station or log out or you will loose your module.
Your very welcome. Don't ever sell your ships. with this update and others that will follow its important to have a ship for each specialty mission if you can afford it. That way you can do whatever you want when you want to do it. Then the grind wont matter and the game wont get stale. Just my point of view of course.
I found this helpful. I'm in the midst of upgrading my Python to be more effective in combat, mostly for dealing with mission interdictions since I don't really care for HazRES that much. I decided to try a variation of your build here, with 2 med beam turrets and 2 large pulse laser turrets, with a large MC. My pulse lasers also have a level 1 lightweight mount mod that happened to generate the special effect called Phasing Sequence. This causes them to do a bit of damage to the hull, through the shields. Not a big deal but I do see the effect. I will eventually replace these with something better, but at the moment they are doing the job pretty well.
Thanks :D It's cool you were able to use this as sort of a temple to figure out something that works for you. I'm actually getting a little bored with the HazRES farming lately and have been doing more assassination type missions. Shorter time investment and much higher payout overall. How is that single multi-cannon working out?
I've used it exactly once so far, against a Competent FAS that interdicted me. Between the beams and the multicannon, he went down pretty fast. Like I said, I don't really seek out combat much, but I like to be ready for it.
Nice video. I use all energy weapon build, but with the same philosophy behind it. I have 4 turreted pulse on top that can fire forever, and 1 gimballed size 3 beam under the chin. I have been using this Python build for 6 months already and it serves me well now in 2.1. My Python can take on Elite opponents of any size with relative ease. Of course you need to choose your targets wisely now. The high ranked FAS is one of the toughest AI targets, and when it is winged up with other heavies I stay away from it...
Ah yes, I have exactly the same outlook on what targets I go for. I can take down a single FAS, but it's usually a protracted battle. Wings are a no-no lol. The energy weapon build is something I hadn't really considered though. Now you've got me interested in trying that.
***** You know, I'd actually be very interested in trying that configuration, but all my weapons are engineer upgraded now and if I change them out, I lose all the upgrades ;(
Thanks for this. Going to try it tonight with my python build. quick question as it's been a while. Do the shield cell banks still all fire at the same time now, or has Frontier fixed that? I didn't see that you disabled all but one, but not sure if you still need to Sorry. Scratch that. I just saw your other video on power management and got the answer. Thanks for the great info
I have been using a mixture of Turreted & non Turreted weapons on my Anaconda. This was so any one that joined my ships crew would have something to do. As well as the GU-97 Imperial Fighters. I find it works well against the AI when playing solo
Just found your video before going to sleep. Gave me some nice ideas on how to deal with the problems I had been struggling with in regards to being outmaneuvered in my Python. Still need some more money to make it work, but at least now I have a decent idea on what to use. Gonna see if I can make a semi-useful multirole build on the basis of this by cutting the 5A shield cells and the HRP and replacing them by cargo racks and a SRV bay.
It should work. The only problem I can think of is that the SRV hanger will add additional weight to the ship, but it might turn out to be less than the weight of the shield cells you're removing. Let me know how it turns out :)
Just made the money to get the build I want. On paper it looks solid (coriolis.io/outfit/python/0pptkFfliduspf57l7l1e0t0t040l04044f5n055i39v46i2f2i.Iw1-gDOQ.CwBhGYzAmXYRmvZLhrEA?bn=Multirole) so I'll give it a spin tomorrow. Only thing missing is a Wake Shift Scanner for those engineer materials, but I guess I'll just switch that around with the KWS if I really need some of those scans. I wanted to get more cargo out of it, but couldn't convince myself to drop the Scoop or the FSD interdictor. I'll have to see how often I use that and go from there I guess. Btw, how critical would you say is the Pulse turret? Already got a gimballed pulse laser modified and therefore I'm not keen on throwing that away.
CMDR Jole It's not critical at all. In fact, I got rid of that quite a while ago and switched it out for a gimballed multi-cannon. Also, in the future, I'm going to swap out the turreted beam lasers for pulse when I go for my grade 3 upgrades. Anyway, your build seems pretty decent if you're trying to do a bit of everything all at once, but I think a better tactic is to just spec your ship out for the task you're doing at the moment and then change the build later when you want to do something else. A jack-of-all-trades is, after all, a master of none.
Yeah, it is suboptimal. But to be honest, I'd rather have a specced out ship that is a jack-of-all-trades as that feels more personal to me. Just a personal thing I guess. Any reason for pulse instead of beam lasers? I haven't fought in it yet so I can't really figure out how power drain and heat management will turn out.
CMDR Jole Playing how you want is totally the point of the game, so yeah, just do whatever build you want really :D Yes, I'm getting rid of the beam lasers because the Dweller can only upgrade them to grade 2 whereas he can upgrade pulse to grade 3. Additionally, pulse lasers require less power than beam lasers and so drain the distributor less, which will be beneficial when I'm firing the lasers at the same time as the multi-cannons, which typically drains the capacitor pretty quickly.
Nice video, but that music going up and down in volume constantly is really annoying. Either just set it low enough that your voice can be heard over it or just remove it entirely (also less editing). Any updated builds for engineers?
It's nice to see a youtuber actually looking from the perspective of a regular player and not telling people to just get better or not fight as they get to work in a hazrez with their A rated corvette- I spent Weeks grinding my way up to my much anticipated Fer de lance and had about two days wih it before it became completly useless in any resource extraction site because of the riduclously broken ai and npcs. I am now switched to a Python but still find myslef frustrated at the way i have to pick of system security kills if i want to make any money at all having spent about 75mip creds on outfitting and the ship is self- not really an enjoyable experience, an enjoyable experience being what someone might expect having sunk many many hours of time into a game and being a relatively competent player of said game, not to mention spending almost $100 dolars just to buy the game in the first place and subsequent 'season pass' dlc. I have been using a similar loadout since the update and have had moderate sucess (not being able to quite aftord all the fancy turrets XD) Anyway, nice video :)
Could you elaborate on what they did to the AI ships? I have a similar experience as you in that I recently started playing again after a long break. I fly a vulture and before the break I could kill anything easily in any RES site I could find. I never lost a ship during several weeks of playing. And now after I've returned I actually get killed by AIs sometimes. Especially Federal Assault ships.
Thanks a lot! I was in a similar boat when the new AI rolled out, but I came to that point where I had the choice of either not playing anymore or just facing the fact that the AI was going to be like this now. And, like you, I've spent a boatload of money on this game: base game, Horizons, not to mention all the skins I've bought for pretty much every ship, so there's no way I was just going to walk away after such a huge investment in both time and money. If you're still a bit frustrated with the AI, though (and who isn't?), I've noticed that assassination missions are now a *really* good way to make money for combat pilots. Where I'm based in Kou Hua, you can pick up several missions at a time that pay out around two million credits a piece and make in the neighborhood of five million credits for twenty minutes worth of work. It's a good alternative to RES farming for the moment and it's, in most cases, much less hazardous than a RES.
Omg, the FAS! Those are like the toughest ships in the game now! X_X So, at this point, they've actually toned the AI way down from it was at the launch of the update 2.1, but that's not to say it's any more enjoyable. Basically, it's much smarter right now. Previous, it didn't actually fight back very hard, and you could see this in that sometimes ships, when under attack, would just start spinning in place and basically let you kill them with no fight whatsoever. Now, they will deploy chaff, use shield cells, and actually maneuver, all while blasting the crap out of you. I'm of the opinion they're still somewhat overpowered right now as they can fire all their weapon at you for long periods of time and still maintain excellent maneuverability and shield strength, whereas you, as a player, have to choose between those things,. sacrificing one for another at any moment. And so I came up with the turret build, which basically lets you do the same thing. Fire forever, have decent maneuverability, and maintain your shield strength. Does answer your question?
It's not just the AI. Enemy pilots have some form of resistance buff. Try it yourself - a seeker missile does about 20% hull damage to a master level asp. It does about 4% to an elite. There's no way players can reduce damage that much, and the asp doesn't show or fly like it has hull reinforcements installed.
Yep, my guess is that they toughened them up during the 1.4->2.0 cycle to make up for the fact that the AI was too easy, and then forgot that they made those changes when they upped the AI. It's really apparent now.
I'm using Adobe Premier Pro to do the video part and Audacity to record/edit the audio from the microphone. Let me know if you make some videos. I'll give you a view!
Nice kit, though I'd personally swap the turreted pulse laser for another large auto-cannon. Your current weapon setup pushes around 47 points of Damage Per Second, while another large auto-cannon would push that up to about 63 DPS. Numbers aside though, you're not really gaining anything from a turret on the underside of the nose unless you're following somebody in an outside loop, which no one intentionally tries to do since it blocks every other weapon from getting a bead.
I see you haven't watched any of my other videos. Check out my Engineers playlist. I've removed the nose pulse laser and replaced it with a multi-cannon. I've also removed the two beam lasers and replaced them with pulse. Everything is now upgraded to grade 3. It's doing pretty well so far.
So question, on the bottom turret you put a Pulse turret. Since most the AI now stay above you why not make that a third multi instead so that you can have more hull damage when facing the enemy? Seems like it doesnt spend a whole lot of time firing for you.
Great build, great video, I've always thought that the turreted weapons were a bit of a cheat but I definitely see the logic now. Thanks for the tips, stay shiny.
Hi there! Just a thought here: considering most of the time you're maneuvering to face the enemy you're keeping them above you, wouldn't it be unnecessary to have a turret on the lower class 3 hard point? Since it's rarely firing at the target because of its placement, it would boost your damage when you're face to face with the boogie if you swapped it for a gimballed mount.
Well yes, you're right! That's why I did that quite a while ago! If you watch my Engineers series, I've replaced that pulse turret with a third gimballed multi-cannon. So yeah, good idea :D
You should be running D class life support and sensors to make you lighter and more agile and B rated SCB's give you 1 extra use over A class and the difference in shield charge is negligable :)
I know. However, this is the A-rated build. Personally, I do do that, but for A-rated build videos, I use all A-rated equipment. The point is to put is as much high-end equipment on the ship as possible. It's like showing off a luxury car with the high-end stereo and seat warms. You're probably not going to buy that package, but it sure looks nice!
Looks like some server lag perhaps, the FerDeLance at 8:45 didnt respond until 9:30. Thats when he turned red and hostile. Again @ 10:56 the Python takes a while before he turns red and responds aggressivly.
Someone also mentioned that turrets weren't causing aggro if you targeted a subsystem. Not sure if that's what happened here. You might well be right. Good observation.
I did have some initial apprehension about this "upgrade," but ultimately, whining about it won't make it go away. That's not to say that I like it by any means, but since we can't do anything about it, we can either stop playing or deal with it. Fly safe also.
ShadowTracer If you still use it. Here is my tips. Upgrade your lasers to STURDY mount. There is a big chance to have a secondary effect that will make your laser drain less PD. You need 2 lvl grade for that. Not that hard actually.
***** That sounds like good advice. If you're talking about upgrading beam lasers, though, I haven't unlocked an engineer that can upgrade those at this point.
ShadowTracer yea, beam lasers. Dweller. He is very easy to unlock. Here what you have to do. If you still don't have invite from him, then just go for ANY USS and get some ILLEGAL cargo. Then go to any station that has BLACK market and sell it. Dot it 5 times and on DIFFERENT stations. He will send you invite. About his rep. to gain 2 lvl - upgrade 1 lvl for 3 times to gain 3 lvl - upgrade 2 lvl for 3 times to gain 4 lvl - upgrade 3 lvl for 3 times to gain 5 lvl - upgrade 4 lvl for 3 times Good luck)
ShadowTracer Btw, Python is the best and top ship for turrets. Beem turrets is the best. So your build is not only a way to overcome new NPC, but it also very effective way because it is Python.
This is the first really helpful video regarding the 2.1 AI and how to combat it. You just earned a sub. Thanks! Would be great to see some ideas for other ships too.
Thanks so much! I am going to be doing a video for the Cobra MkIII regarding how to use it against the new AI, but it's going to be a couple weeks before I get to it. For most ships, though, turrets seem to be kind of a universal solution, and I didn't want to do a whole bunch of videos basically saying the same thing. Small fighters have somewhat different tactics, and that's where the Cobra video will come in.
Another strange problem I have with the build is that I have turrets on trigger 1 and cannons on trigger 2. But the lazers dont fire when I pull trigger they only start when I fire the cannons first. Am I setting them on wrong firegrouping?
Ah! I know exactly what the problem is! Go over to your System panel and look at the Functions tab. You'll see an item that says Turret Weapon Mode or something similar to that. There are three modes for your turrets, "Fire at Will," "Forward Fire," and "Target Only." Previously, they would just stay on whatever setting you had them on last. In the latest update, however, Frontier has, for some reason, changed it so that the default state for turrets is now Fire at Will, which makes your turrets fire at any target that's currently hostile toward you, and they won't fire at anything else, even if you press the fire button. All you actually have to do to get them to work is change that setting to Target Only, and then they'll fire on whatever target you currently have selected. The annoying part is that now you have to change that setting every single time you enter a new zone. I hope that answers your question!
I just built that same loadout, except with 3 MCs. I think the Python is my favorite ship in the game. It can do everything. Dump the scanners and get another booster and hull package. The scanner isn't that much more money. And it takes time since you have to travel to other systems to collect the bounties that it picks up. ADS on fighting ship?? I'd get the hull to 2,000 then add the SCs. SCs aren't even that great. It's not like they fill the entire shield. The 5s are useless IMO. Fills like 250/s on a 600 shield.. they gotta match your shield rating IMO.
Shadow one thing I think would be helpful is showing how you have your modules setup by that as on your loadout example retracted power is 29.33MW and deployed is 35.02MW. So I was wondering how did you prioritize your weapons so you wouldn't exceed the power when weapons are deployed.
That's a good question :) So many people have asked me this that I have a video coming tomorrow (Saturday) to answer this very question. If you scroll through the comments, you can also find a couple where I've answered it in detail.
Before i watch this video i was already doing tests with my Corvette! And my conclusion its this, turrets are working very well against NPC, i even cosider bring one or two for pvp! At this moment i have 2 small bursts turrets and 2 medium pulse turrets, and for test purposes only using 2 large pulse turrets at huge slots, and works fine and one gimbald c3 multi. 8 A shield boosters 2x 7A SBCs A LOT OF HULL REIFORCMENTS! LOL
Wow, congrats on that Corvette, man! I'm still grinding my way up to an Anaconda lol. But yeah, turrets seems to be pretty much the only way to combat AI that can out maneuver pretty much anything you've got.
I've done a bunch of shipping missions where some mission specific ai pirate shows up, threatens to kill you, then just chases you without firing at all, even if you return fire on them, even if you kill them. that I suppose would have to be a bug
I used class 3 pulse and burst lasers (gimbaled) on outside hardpoints and multicannons on class 2 before 2.1, load out was ok. Then switched to gimbaled class 3 multicannons and gimbaled beam on inboard. I wonder if class 2 turrets would be viable being under the wing. I was hesitant using turrets because of the damage nerf.
You know, that exact thought occurred to me, but I just haven't tested it out yet, though I plan to. That's pretty much what I ended up doing on the Python. I switched that pulse turret under the nose to another gimbaled class 3 multi-cannon and did the level 1 engineer upgrade on them. It works amazingly, so I'd be willing to bet something similar would work on the Clipper. The only thing that's stopping me is, like you said, the turrets would be on the bottom of the ship.
Well, they're not spawning with engineer weapons of doom now as far as I can tell, but Anacondas can still out maneuver an Imperial Clipper with A thrusters. I think some further balance is still in order if any has been done at all.
While this was going on two weeks ago, have you tested out this build, modified with collector limpets and a bit of cargo space and began using Engineer Upgrades for increased performance?
Thank you! As to the music, other people have mentioned this also, and having re-watched this and a couple other videos a couple of times, I totally see what you guys are talking about. The Elite Dangerous video after this one still has music, but the one after that (the Todd the Blaster McQuinn one) does not, nor will any future Elite Dangerous videos. So thank you for telling me not only what you liked, but also what you didn't like! Please feel free to leave me criticism any time along with anything else you feel like saying! And thanks so much for your feedback!
Hey, new to your videos (and Elite:Dangerous too). I actually like the music, it makes the video more entertaining to me. Maybe try another track if others don't like it. :P Anyways, could you give a Midshipman pilot some advice? Haha I'm about the earn my Sol Permit with my ASP Exp, and I want to eventually get to a Python, but at the rate I'm earning credits... it doesn't seem to be anytime soon. Also, cool video, would love to see more about Elite!
Honostly, imo the music ain't anoying. It's the type of music and the moment you engage/disengage the music against your voice. Your mic needs a little more boost or the music needs to be sudden a bit more. Try more movie score type music and see how that turns out? Thanks for the informative video nonetheless!
GhostGurio I love the amount of feedback I'm getting from you guys! It seems more people find the music annoying though, so I'm just going to do away with it. Nonetheless, thank you for the suggestion!
Thank you so much! The music: actually, that was my intention that it make the video more entertaining! But it seems like it didn't turn out that they way because a lot of people have commented saying that music in general is annoying, enough people that I'm just going to leave it out altogether. There will still be music while I'm just traveling around and doing relatively boring stuff, just not while I'm talking. So, I'm sorry if that was something you were enjoying, but it looks like more people don't like it than do like it. Advice: it really depends on how fast you're looking to get those credits. If you want them absolutely as quickly as possible, trading is your best bet. Trading isn't something I know a lot about how to do, but there are a lot of tutorials on that around RUclips. Personally, I think I would die of boredom if I did trading for any protracted length of time. If you don't mind taking slightly longer to get the credits together, though, bounty hunting is the most fun thing you can do (in my opinion) to earn credits. You can also pick up assassination missions from space stations that pay out large sums for single targets. Other than that, look for systems that sell ships at discounted prices. If you can find the Python at a 15% discount, it will only be 40-something million instead of 50-something, so you'll save a little there. Also try to outfit it at the same station because all the equipment will also be discounted 15%. Congrats on that Sol permit and I hope that helped!
I noticed that you put your ADS in a 3 spot and a Hull Reinforcement Package in a 2 slot, you could have swapped those and gotten a tad bit more hull strenght out of your ship.
Someone else actually pointed that out and I have since done just that. I've actually also gotten rid of the hull reinforcements altogether now in favor of more practical stuff like a cargo bay for carrying engineering components and a fuel scoop for actually getting to them. Good observation, though. Thanks.
Great video thanks. I just bought a Python to have a bigger trader that can defend itself a bit. I also want to be able to swap out for bounty hunting too. This will help.
They really need to increase the amount of money made per kill now, the time to kill is so much higher plus the increased risk of dying makes bounty hunting not worthwhile compared to even the simplest of trade routes.
Ivan Caprioli Don't apologize lol. It's good to know what I'm not explaining very well. And it's also good to know the follow up video solved the problem.
I kind of arrived at the same set of weapons but I wasn't sure if I should have just one of those multicannons up on top or two, I think I'll go with two like you've got there. can't do the shield cells or hull reinforcement stuff though, all I do is run cargo and I need the space. weapons are only for opportunity really, for anything formidable I just do the sensible thing and run away
I'm not a big trader myself, but it seems to me that if you're using the Python for that, you'd want as much into your shields as possible. 6A Generator and 4 class A boosters maybe and then see what kind of power you have left for weapons. I'm not really experienced at trading though, so I could be completely wrong on that account. The turrets work really well for combat though.
If you rally want to fight you need another ship. Pythons are not combat ships... plus I honestly do love the enhanced ai. It makes the game a lot more interesting.
I'm doing just fine with the Python, but you're right in that it's a multi-role ship and not strictly for combat. The AI thing is subjective, though. Some people love it, some people hate it. I agree that it was pretty easy before, but I never asked for it to be changed. I was making pretty good money per my time investment and now that's completely nerfed because a single battle takes significantly longer.
Tried point defence but there may be some sort of conflict between it and other turrets. With point defense, my turrets hardly fired even within the arc, without, beam turrets went back to acting normally.
Well, that's a pretty good question right now. I've pretty much been staying out of the HazRES with anything less than my Python. Even the Clipper I've only been taking into the HighRES. Prior to 2.1, it could out maneuver just about anything, but now...I really don't know. If you watched my Clipper review (which is linked in the description of this video), you can see the loadout I'm using. What I'm going to do at some point in the future is replace the two gimballed beams with turreted ones and see if that helps. The thing about that is that they cost 19 million credits a piece, so I'm just getting the capital together for that at the moment. That's the best solution I've come up with, though: use turrets because EVERYTHING can out maneuver you now, even Anacondas.
Can you show us how you managed to power manage this build. I had less shield cells and still could not keep both interdict thing and warrent scanner when deployed.
I've actually answered this question in a couple other comments on this video, but it seems like a lot of people are asking that. Would you be interested in seeing a video on that topic?
+ShadowTracer A short video would make it clear. I always seem to struggle to get power down a few points without comprimising stuff i need. I dont want to manually turn stuff off and on during combat ;)
Sharkbait_too Ok, I see where you're having trouble then. You have to turn the depleted shield cell banks off manually in order for the next one to power on even if you have module priority set. I just don't have a problem doing that. But it seems like enough people have this question that there will most likely be a video coming up on this subject probably this week sometime.
I think the amount of cell banks is a waste, would replace largest with cargo an smallest with collector limpets cause your gonna grind eventually why not do it as shields re-gen? I can't help but make my python multi-roll have similar build but pulse is gimballed tier 3 efficiency with no weapon bonus so might convert to turret and check it out.
This turned into a bit of a "power distribution in combat" tutorial for me. I noticed you neglected Engines entirely and kept switching back and forth from Weapons to Systems. Would you say that is the standard combat strategy when piloting any ship? If not, what situations would have you distribute power differently than this?
This is absolutely not a standard strategy, although before 2.1, you could get away with this. The way I'm handling power distribution here pretty much only works for this particular build because of the turrets. In a more standard situation, something where you have no turrets, you need to also divert power to your engines to get an increased pitch/yaw rate. So typically, when you come under heavy fire, you want max systems. When the target is right in front of you and not firing on you much or at all, you want max weapons. And when they're trying to out maneuver you by getting behind you, you need to turn as quickly as possible, but also maintain fire if possible, so in that situation, I'd go with max engines and two pips to weapons. Does that answer your question?
ShadowTracer Absolutely! Thanks for that GREAT explanation. Now, I just have to figure out how to word that for voice commands in the heat of a dog fight. :p
That is an excellent question! The first thought on that is the Python because it's WAY easier to get. Just pay the credits and you're good to go. The Clipper, however, is faster, more maneuverable, has a longer jump range, and is less expensive provided you have the rank to buy it. Plus, the Clipper just looks cooler ;P So, it's kind of a toss up, I think. I mean, the Python has more cargo room if that's what you're looking for, but the Clipper is just more of a hotrod really
this new update just fixed this bug! although the npc have been adjusted, the higher ranked npc the more upgrades they have. supposedly they fight according to rank so we'll see.
I just read the change log for this update a little while. I haven't gotten to try it out yet because I've been at work all day, but I'm about to go see what's up right now! Thanks for the heads up!
Hey Shaddow, I have not been playing since 2015 and yesterday I got a chance to login and play a bit, and got ripped into pieces. Is this still factual as of 2.3 and as of right now?
No, not really. I have more current builds up for several ships though, including the Python. Just look for the ones that have 2.2.03 or 2.3 in the title :)
Awesome video!! Having lost 18mil in CRs I almost gave up on combat. This is a great build for a Python. Really appreciate it, man. Can you also let us know how you manage your power priorities with this build?
I guess I just have horrible luck when it comes to uncooled SCBs. After two or three, my thrusters usually turn off or my shields melt. Not fun in an anaconda with a 30 million rebuy! I wonder if a small AFMU would be a good idea - it would cut down on repair costs drastically, too.
madprophetus I haven't tried this in an Anaconda, so I would bet it's drastically different from what I'm experiencing with my Python. The heat damage I suffer is nowhere near that dramatic! I only start suffering malfunctions after I've used about 4-6 cells and then it's usually just one of my lasers. Perhaps the maintenance unit would help you out with that in your 'Conda though.
Love the build on this, seems to be an awesome weapon, can't wait to get back from deep space to try it. I take it you use a Hotas or other joystick configuration. I'm a Mouse/keyboard player myself.
That's right. I use the Saitek X52 Pro HOTAS, which I've actually done unboxing and review videos of on the channel. I highly recommend it. When I first started playing Elite, I used the mouse and keyboard and I had a good experience with it, but after a week or so, I just wanted more immersion, so I moved up to the Logitech Extreme 3D Pro, which was great. Several months later, it was X52 Pro time! Have you found anything cool out there in uncharted regions of the galaxy?
So Far about a dozen water worlds and tonight one Earth like that I found tonight. trying to get out to Beagles point via Sag A. As to the Saitek--I'll check out the video. May have to make some modifications to my lap top or but a real computer. lol -CMDR Whiseman (Mobius group)
Liking pairs of medium/small turreted beams for PVE bounty. If your power is A rated they can slowly eat away at shields despite chaff and imperfect positioning. Wonder how this build copes with NPC missiles- they're usually the thing that ends high res bounty sessions for me.
I got wrecked by a python in a haz res site and made the mistake of no having enough to pay for your insurance and had to start from scratch. learned my lesson, but the ai on that python kept behind me so well I literally stood no chance. currently working my way back up to the python :/
Same thing happened to a friend of mine lost his Python with no rebuy. I'm not sure if he will come back and play again. Let that be a warning people never fly without rebuy.
I haven't tried the assault ship myself, but I hear it's pretty good. Just from looking at the specs, however, it seems like it's significantly weaker than an Imperial Clipper, which is the closest ship to compare it to. I feel comfortable taking a clipper into a HazRES because of the class 7 shields, but the FAS can only be fitted with class 5. Even decked out with boosters, I don't know how effective that would be. It works on the FDL because of its speed and maneuverability, but this doesn't seem viable in 2.1 with this brutal new AI. Of course, I could be completely wrong because I haven't actually tried it, but I think I would probably stay out of the HazRES with an FAS. What kind of trouble are you having with it?
ShadowTracer Well I kinda find FAS actually more robust than clipper, because of hull tanking. And clipper's shields are pretty low for class 7.But that was pre-patch, now I have to repair after 2-3 encounters with anything bigger than Vulture. Even with it's maneuverability I can hardly keep things in my crosshair, maybe I'll try going with turretted build. But then hardpoints placement is weird on FAS.
bingow I would definitely go with turrets. I'm even considering putting some on the Clipper because of this AI. I don't know where the hardpoints are located on the FAS, though. If they're on the bottom or something, you may have a problem. I'm really not a fan of how long a 1-on-1 encounter in a RES lasts now though.
I stopped worrying about overheating when I saw a video by Kornelius Briedis where he deliberately cooked his modules to 250% and his ship just kept on fighting.
So many people have asked me these types of questions that I have a video coming tomorrow about the power management for this build. I've answered this question in a few other comments, though, some of them in a lot of detail. But just as a brief answer, I set the extra SCBs to priority 2, 3, & 4. Anything else that needs to be turned off with hardpoints deployed is a 5.
***** Not only engineering mods, but according to the newsletter, they had things like railguns that could fire with the speed of a pulse laser. It's a bit more calm now though. The new AI is still more dangerous than previous version that would pretty much just let you kill it, but if you pilot your ship properly, it's manageable now.
***** I wasn't going to say anything and hope that no one noticed so they wouldn't fix it lol. It's a lot like the time they made turrets not aggro your target if you targeted a subsystem, so you could take them down to like 10% hull and then blast them with cannons and they'd never fire on you. But, of course, that got fixed, so this probably will too.
Hi quite nice video to see and good description of your strategy. Before Engineers I used to run my python with 2 gimballed medium beams and 3 large pulses. Those medium beams are really nice at shield stripping and I guess they could also be turrets. The bottom turret does not really fire that often unless you are directly facing the opponent (at least I tend to rotate toward the "roof" when trying to get beads on the opponent and you seem to do the same. Thus the bottom is better as a gimballed weapon. Either large laser (burst perhaps) or another multicannon. Engineer updates will only change the ship for the better... getting a drive update (and keeping that 1 pip at least on the engines) will make keeping your opponents on your field of view a LOT easier. Python turns at around 9+ seconds with fully upgraded thrusters and getting shield booster upgrades will push those shields to around 1200 MJ level. I wonder how important 1 point defense would be as AI is very missile spamming these days. I agree with your approach. Much of people's deaths are caused by them totally ignoring hull strength which is your final line of defense... pushing that hull at least to 1000 level will give you a lot of time to get out when you need to do that or take those final shots to finish the fight. Hull also helps when AI starts ramming. The only time I have actually lost my Python has been when AI rammed me (there was a clipper ram bug at the time so I do not know if hull would have helped in the end, but the principle is solid) and I have been close to death afterwards also due to ramming. Without military hull and/or HRDs that ramming can be fatal as it comes at such big chunks of damage that is hard to predict. Having military hull and higher level HRDs actually also reduce ramming damage (at least according to Kornelius' tests pre-engineers) AND give you more health to endure it. Anyhow, nice video. Thanks.
I hadn't actually considered that bottom pulse laser. You could be right and it might be better off as another multi-cannon. I think I'm going to try that right now. But yeah, people have told me that you don't need military hulls for bounty hunting builds and before 2.1 there was some validity to that. But now? I think it's more essential than ever since the AI "mostly" (there are some exceptions) doesn't mess around anymore and pretty much resorts to ramming you every chance it gets. Thanks for the comment!
It is nice to see more good quality video producers for Elite. I have been watching Kornelius, Jypson, Obsidian, Chaoswulff et cetera mainly so far because they have good tests and interesting content (and they mostly bother to edit and narrate their material). Keep 'em coming :-)
There are two ways to do that. You can either untarget your target or you can switch fire groups. Either of those actions will stop the turrets firing. It would really be easier if they would just make it so you can pull the trigger again to stop firing, but this works. Also, lately I've noticed that enemies aren't being aggroed by the turrets. I don't know if this is a bug or something Frontier has done intentionally, but it has an upside and a downside. Up is that if you a hit a non-wanted ship with them, nothing happens, meaning that if you slightly graze a system security ship or something, you don't end up a wanted fugitive. Down is that if you kill an enemy with them (and nothing else), you won't be awarded a bounty.
+ShadowTracer To help with the problem of accidental hits and aggros from turrets, they've changed them up so it doesnt count so if they hit someone accidentally, it won't give you a bounty or cause aggro. The only downside is that if you don't hit them with something other than a turret, you won't get the kill
f71CkY Oh! Ok, I was wondering if that was a bug or something. Because I've also noticed that what you can do is take an enemy's shields down with the turrets and then just blast them with the multi-cannons and finish them off fairly quickly. But ok! That explains a lot! Thanks for clearing that up!
Not too shabby. Too bad you conform to the idea that the biggest shield cell is the bestest. Wondering how much damage you do to yourself baking. Working on some maths involving thermal loads vs shield regeneration. I guess when running 635 MJ of shielding 350 is close enough to 50%
I'm aware of the amount of damage you sustain with the large shield cells, but I'm of the opinion that that amount of damage is preferable to the amount of damage you take from people firing on your hull. What would you run instead?
Nice video mate. There is a lot of argument that turreted weapons are too weak. I guess your build disproves it, but I would like your opinion anyway, since I have never used them.
Well, turreted weapons are weaker than gimballed or fixed, but that doesn't mean they're useless and it does mean that they draw less power from your distributor, which means you can fire them longer than gimballed or fixed weapons. So yes, they're weaker in the short term, but they just require a little more patience.
Nice! There is only one problem with Your ship and it's build. My total amount of money ist 36 mil and for this build is more than 200 mil needed :( maybe in half a year ;)
Not a bad setup. I just got a python last night and it's pretty awesome I'm in love with this ship. Do you have an explanation build for this ship. I would like to use this to start exploring.
Is this still relevant to today's day and age in the game ?! Really wanting to try it out. Getting my ass handed to me in my viper and needing a better and bigger ship
I've got two more Elite Dangerous videos up since this one and also some House of the Dying Sun gameplay. ruclips.net/p/PLpX3h8cK9maXkiTLuIxQjOC16sFwTVNp9 for the latest ED, ruclips.net/p/PLpX3h8cK9maXfcLtZLqgilPGMkEvmQlUv for House of the Dying Sun. There are also lots of other videos on my channel!
Always start with a good paint job, the rest is just boring technical stuff. Works for me.
Ah yes. A good paintjob is the foundation of any effective build XD
works for me
Lol
Testet this loadout yesterday in a CZ and its amazing. Thank you
You're welcome, sir!
I never was able to use my python for anything but a trading ship, but thanks to you I just tried out your build with only scb 5b x 2 and it works great! thanks soo much! lol
That's awesome! I'm glad this worked out for you! :D
Thanks for this. I'd resigned myself to never flying my python or corvette again. I'd completely forgotten about turrets. Much better :)
I'm glad this helped you out!
Tried a new Anaconda build last night. 2class 3 gimbaled pulse lasers on top, class 2 turrets on the side, huge gimbaled multicannon under the nose, class 3 turret pulse behind the multicannon and 2 class 1 turret beams. So far working very nice. I did have to make some adjustments for power consumption and to keep over 200 tons of cargo room. So far this is working out to be a great mission multipurpose ship with a very strong and deadly bite. Also you can upgrade the modules and "deliver" them back to your other ships since I upgraded the FSD to almost 19Ltyrs.
That's awesome! I'm still working on getting an Anaconda. Technically, I have the credits for it, but I'd have to sell some of my ships and I just don't want to part with my Clipper or Python. Are you saying that you can swap out engineer upgraded modules between different ships in your hanger?
How beautyful - one can really fly into the rings of Saturn. Hm very mystical and beautyful space game.
Beautiful* Not Beautyful*
And that's not saturn, it's just some random planet, Saturn is in the sol system lol
A good trick to keep your nose pointed at your target is to turn FA off as they fly by, but to do so before they leave your field of view.
I'll try that. Thanks.
Nice vid. Thanks for the build tips.
It does not seem to me that Frontier really improved the AI so much as over powered the maneuverability of the NPC ships. Ships that should never be able to out pitch an A-rated FAS or FDL now do it all the time. It does not seem like you can build an agile fighter that can compete with any NPC ship on maneuverability, except for an Anaconda. Seems like every dog fight just turns into a boring jousting match, where flying backwards with a shield tank is the new meta.
Certainly makes it harder to earn a living bounty hunting, but kind of sucks all the joy out of combat flying as well.
Guess Frontier wants to force us to use the Engineers for upgrades and just added a lot police to ease the pain while everyone is randomly searching for randomly spawning materials for random spins of the upgrade wheel.
Have you found a stock A-rated ship/build that can compete with NPCs on a maneuverability basis?
Thanks again for Python build tips.
I have not found such a ship and you're completely right on all points! I couldn't agree more! And furthermore, have they thought about how this will affect new players? Somebody who just moved up to an Eagle or a Cobra or something like that heads to a RES only to have their hard-earned new ship destroyed in a matter of seconds. If I weren't already well pretty well established, I think that would be a huge deterrent for me to invest in this game as a newcomer, much less purchase any of their texture packs or ship kits (which are awesome btw!).
You could switch that Advanced Discoveyr Scanner to the class 2 slot, and therefore upgrade a hull reinforcement package from 2D to 3D. Not a major improvement but it all helps.
Oh lol. You're completely right. I thought I had it in the class 2 >_>'
cheers for the vid, really helped me get my python set up nicely, I was having my ass kicked. especially by small ships. now no worries, I've been testing it out in the combat zones and it holds its own very nicely.
You're welcome! I'm glad it helped you out!
Good thing the AI has been somewhat fixed, i have an a-rated trade python with 2 turreted large beams, 2 turreted medium multi-cannons and 1 large gimballed multi-cannon. Yesterday at a nav-point i took down every single wanted target i could find for an hour long without not even once losing a shield...
2 large beams really is the bomb, it eats right through shields :D
Yeah, the AI is largely toned down now. I haven't anyone complaining about it for quite a while lol. Seems like you've got a pretty decent loadout going :D
great video, i think everything you did in it was perfect, including the music. thanks for it and it had already helped me survive better.
Thank you very much! You're the first person to tell me the music wasn't annoying lol, but I'm glad this helped you out!
Thanks for showing your build. It serves me well.
dont need to watch my six anymore against NCPs with this nice turrets loadout. ^^
So Thank you
I realize this build is a few months old but I can't honestly wrap my head around it. A Vulture with 2 gimballed pulse lasers, an A-rated shield gen and a chaff launcher does plenty enough to 1v1 Pythons and Condas in HazRES. Throw on an SCB and a heat sink, then just keep the weight down. D sensors, D life support, D anything that doesn't have to be A. No extra armor or hull reinforcement, don't fill out every internal. Gives me no problem with power even with hardpoints out, tanks on shields all day and doesn't cook its own modules. Every time you fire your SCB on this Python you're taking 2k out of the bounty in repair bills. Just keep it light, tank on shields. Run 2 gimballed beams on the mediums and a plasma accelerator on a large, keep the multi-cannons and you should drop any ship in seconds.
Solid build, just picked up a python but still building. This looks like a great target to aim for.
Yes, remove module then select the ship you want that module to be in. Then select space on the new ship you want. Select browse. Option to buy back module is on the upper left side. Note: you must do this in less than 10 minutes and cannot leave station or log out or you will loose your module.
Oh! Wow, I can't believe I didn't think of that lol *facepalm*. Thanks so much!
Your very welcome. Don't ever sell your ships. with this update and others that will follow its important to have a ship for each specialty mission if you can afford it. That way you can do whatever you want when you want to do it. Then the grind wont matter and the game wont get stale. Just my point of view of course.
James Hocking Yeah, I pretty much agree with that completely. I currently own five ships and I would be very unhappy if I had to sell any of them.
I found this helpful. I'm in the midst of upgrading my Python to be more effective in combat, mostly for dealing with mission interdictions since I don't really care for HazRES that much. I decided to try a variation of your build here, with 2 med beam turrets and 2 large pulse laser turrets, with a large MC. My pulse lasers also have a level 1 lightweight mount mod that happened to generate the special effect called Phasing Sequence. This causes them to do a bit of damage to the hull, through the shields. Not a big deal but I do see the effect. I will eventually replace these with something better, but at the moment they are doing the job pretty well.
Thanks :D It's cool you were able to use this as sort of a temple to figure out something that works for you. I'm actually getting a little bored with the HazRES farming lately and have been doing more assassination type missions. Shorter time investment and much higher payout overall. How is that single multi-cannon working out?
I've used it exactly once so far, against a Competent FAS that interdicted me. Between the beams and the multicannon, he went down pretty fast. Like I said, I don't really seek out combat much, but I like to be ready for it.
Jan Eugenides Pretty good policy. I guess that FAS interdicted the wrong Python :) Fly safe, commander.
Nice video.
I use all energy weapon build, but with the same philosophy behind it.
I have 4 turreted pulse on top that can fire forever, and 1 gimballed size 3 beam under the chin.
I have been using this Python build for 6 months already and it serves me well now in 2.1.
My Python can take on Elite opponents of any size with relative ease.
Of course you need to choose your targets wisely now.
The high ranked FAS is one of the toughest AI targets, and when it is winged up with other heavies I stay away from it...
Ah yes, I have exactly the same outlook on what targets I go for. I can take down a single FAS, but it's usually a protracted battle. Wings are a no-no lol. The energy weapon build is something I hadn't really considered though. Now you've got me interested in trying that.
***** The all laser one?
***** You know, I'd actually be very interested in trying that configuration, but all my weapons are engineer upgraded now and if I change them out, I lose all the upgrades ;(
***** Welcome back, sir! Please help yourself to my videos lol :D There's a playlist for all the Engineers videos just fyi.
Thanks for this. Going to try it tonight with my python build. quick question as it's been a while. Do the shield cell banks still all fire at the same time now, or has Frontier fixed that? I didn't see that you disabled all but one, but not sure if you still need to
Sorry. Scratch that. I just saw your other video on power management and got the answer. Thanks for the great info
You're welcome :D If you had all the banks on, it'll just use a cell from any random bank.
I have been using a mixture of Turreted & non Turreted weapons on my Anaconda. This was so any one that joined my ships crew would have something to do. As well as the GU-97 Imperial Fighters. I find it works well against the AI when playing solo
That's what I do on my Anaconda also, except I prefer the Taipan.
Not found the Taipan yet. I wanted 1 of each. Got lucky with the Imperial Fighter.. searched EDDB for a high tech Imperial System that sells hangers.
You should be able to find the Taipan in most Alliance systems that have decent space stations.
Just found your video before going to sleep. Gave me some nice ideas on how to deal with the problems I had been struggling with in regards to being outmaneuvered in my Python. Still need some more money to make it work, but at least now I have a decent idea on what to use. Gonna see if I can make a semi-useful multirole build on the basis of this by cutting the 5A shield cells and the HRP and replacing them by cargo racks and a SRV bay.
It should work. The only problem I can think of is that the SRV hanger will add additional weight to the ship, but it might turn out to be less than the weight of the shield cells you're removing. Let me know how it turns out :)
Just made the money to get the build I want. On paper it looks solid (coriolis.io/outfit/python/0pptkFfliduspf57l7l1e0t0t040l04044f5n055i39v46i2f2i.Iw1-gDOQ.CwBhGYzAmXYRmvZLhrEA?bn=Multirole) so I'll give it a spin tomorrow. Only thing missing is a Wake Shift Scanner for those engineer materials, but I guess I'll just switch that around with the KWS if I really need some of those scans. I wanted to get more cargo out of it, but couldn't convince myself to drop the Scoop or the FSD interdictor. I'll have to see how often I use that and go from there I guess.
Btw, how critical would you say is the Pulse turret? Already got a gimballed pulse laser modified and therefore I'm not keen on throwing that away.
CMDR Jole It's not critical at all. In fact, I got rid of that quite a while ago and switched it out for a gimballed multi-cannon. Also, in the future, I'm going to swap out the turreted beam lasers for pulse when I go for my grade 3 upgrades. Anyway, your build seems pretty decent if you're trying to do a bit of everything all at once, but I think a better tactic is to just spec your ship out for the task you're doing at the moment and then change the build later when you want to do something else. A jack-of-all-trades is, after all, a master of none.
Yeah, it is suboptimal. But to be honest, I'd rather have a specced out ship that is a jack-of-all-trades as that feels more personal to me. Just a personal thing I guess. Any reason for pulse instead of beam lasers? I haven't fought in it yet so I can't really figure out how power drain and heat management will turn out.
CMDR Jole Playing how you want is totally the point of the game, so yeah, just do whatever build you want really :D Yes, I'm getting rid of the beam lasers because the Dweller can only upgrade them to grade 2 whereas he can upgrade pulse to grade 3. Additionally, pulse lasers require less power than beam lasers and so drain the distributor less, which will be beneficial when I'm firing the lasers at the same time as the multi-cannons, which typically drains the capacitor pretty quickly.
Nice video, but that music going up and down in volume constantly is really annoying. Either just set it low enough that your voice can be heard over it or just remove it entirely (also less editing). Any updated builds for engineers?
Yes. Check out the Engineers playlist here ruclips.net/p/PLpX3h8cK9maXkiTLuIxQjOC16sFwTVNp9 :)
It's nice to see a youtuber actually looking from the perspective of a regular player and not telling people to just get better or not fight as they get to work in a hazrez with their A rated corvette- I spent Weeks grinding my way up to my much anticipated Fer de lance and had about two days wih it before it became completly useless in any resource extraction site because of the riduclously broken ai and npcs. I am now switched to a Python but still find myslef frustrated at the way i have to pick of system security kills if i want to make any money at all having spent about 75mip creds on outfitting and the ship is self- not really an enjoyable experience, an enjoyable experience being what someone might expect having sunk many many hours of time into a game and being a relatively competent player of said game, not to mention spending almost $100 dolars just to buy the game in the first place and subsequent 'season pass' dlc. I have been using a similar loadout since the update and have had moderate sucess (not being able to quite aftord all the fancy turrets XD) Anyway, nice video :)
Could you elaborate on what they did to the AI ships? I have a similar experience as you in that I recently started playing again after a long break.
I fly a vulture and before the break I could kill anything easily in any RES site I could find. I never lost a ship during several weeks of playing. And now after I've returned I actually get killed by AIs sometimes. Especially Federal Assault ships.
Thanks a lot! I was in a similar boat when the new AI rolled out, but I came to that point where I had the choice of either not playing anymore or just facing the fact that the AI was going to be like this now. And, like you, I've spent a boatload of money on this game: base game, Horizons, not to mention all the skins I've bought for pretty much every ship, so there's no way I was just going to walk away after such a huge investment in both time and money. If you're still a bit frustrated with the AI, though (and who isn't?), I've noticed that assassination missions are now a *really* good way to make money for combat pilots. Where I'm based in Kou Hua, you can pick up several missions at a time that pay out around two million credits a piece and make in the neighborhood of five million credits for twenty minutes worth of work. It's a good alternative to RES farming for the moment and it's, in most cases, much less hazardous than a RES.
Omg, the FAS! Those are like the toughest ships in the game now! X_X So, at this point, they've actually toned the AI way down from it was at the launch of the update 2.1, but that's not to say it's any more enjoyable. Basically, it's much smarter right now. Previous, it didn't actually fight back very hard, and you could see this in that sometimes ships, when under attack, would just start spinning in place and basically let you kill them with no fight whatsoever. Now, they will deploy chaff, use shield cells, and actually maneuver, all while blasting the crap out of you. I'm of the opinion they're still somewhat overpowered right now as they can fire all their weapon at you for long periods of time and still maintain excellent maneuverability and shield strength, whereas you, as a player, have to choose between those things,. sacrificing one for another at any moment. And so I came up with the turret build, which basically lets you do the same thing. Fire forever, have decent maneuverability, and maintain your shield strength. Does answer your question?
It's not just the AI. Enemy pilots have some form of resistance buff. Try it yourself - a seeker missile does about 20% hull damage to a master level asp. It does about 4% to an elite. There's no way players can reduce damage that much, and the asp doesn't show or fly like it has hull reinforcements installed.
You know, I thought I was doing less damage, but I didn't really investigate it. That's pretty lame. Thanks for the info, man.
Yep, my guess is that they toughened them up during the 1.4->2.0 cycle to make up for the fact that the AI was too easy, and then forgot that they made those changes when they upped the AI. It's really apparent now.
madprophetus I bet if they put that back to normal, the OPness of the AI would practically vanish and everybody would have a good time playing again.
One rule for players one for Npcs- of course it might be explainable with some engineer mods but that seems like a hell of a buff for a modification
Matthew Tavatgis One which players don't have access to, of course. Maybe we should just all bow to our new NPC overlords >_
What are you using for editing software to put your videos together? I'm thinking about jumping into making some E:D videos myself.
I'm using Adobe Premier Pro to do the video part and Audacity to record/edit the audio from the microphone. Let me know if you make some videos. I'll give you a view!
Nice kit, though I'd personally swap the turreted pulse laser for another large auto-cannon. Your current weapon setup pushes around 47 points of Damage Per Second, while another large auto-cannon would push that up to about 63 DPS. Numbers aside though, you're not really gaining anything from a turret on the underside of the nose unless you're following somebody in an outside loop, which no one intentionally tries to do since it blocks every other weapon from getting a bead.
I see you haven't watched any of my other videos. Check out my Engineers playlist. I've removed the nose pulse laser and replaced it with a multi-cannon. I've also removed the two beam lasers and replaced them with pulse. Everything is now upgraded to grade 3. It's doing pretty well so far.
So question, on the bottom turret you put a Pulse turret. Since most the AI now stay above you why not make that a third multi instead so that you can have more hull damage when facing the enemy? Seems like it doesnt spend a whole lot of time firing for you.
I did, in fact, do that. Check out my Engineers series :) ruclips.net/p/PLpX3h8cK9maXkiTLuIxQjOC16sFwTVNp9
Great build, great video, I've always thought that the turreted weapons were a bit of a cheat but I definitely see the logic now. Thanks for the tips, stay shiny.
Well, you can't beat a cheater by playing by the rules XD I never used to use them, but now you pretty much have to.
Hi there! Just a thought here: considering most of the time you're maneuvering to face the enemy you're keeping them above you, wouldn't it be unnecessary to have a turret on the lower class 3 hard point? Since it's rarely firing at the target because of its placement, it would boost your damage when you're face to face with the boogie if you swapped it for a gimballed mount.
Well yes, you're right! That's why I did that quite a while ago! If you watch my Engineers series, I've replaced that pulse turret with a third gimballed multi-cannon. So yeah, good idea :D
You should be running D class life support and sensors to make you lighter and more agile and B rated SCB's give you 1 extra use over A class and the difference in shield charge is negligable :)
I know. However, this is the A-rated build. Personally, I do do that, but for A-rated build videos, I use all A-rated equipment. The point is to put is as much high-end equipment on the ship as possible. It's like showing off a luxury car with the high-end stereo and seat warms. You're probably not going to buy that package, but it sure looks nice!
Great video! Glad to see turrets may finally be useful.
Always wanted to fly a little gunboat, maybe I'll pick up a python soon!
Thank you! I hope you do. It's a lot of fun!
Looks like some server lag perhaps, the FerDeLance at 8:45 didnt respond until 9:30. Thats when he turned red and hostile.
Again @ 10:56 the Python takes a while before he turns red and responds aggressivly.
Someone also mentioned that turrets weren't causing aggro if you targeted a subsystem. Not sure if that's what happened here. You might well be right. Good observation.
Good to see that you overcome new NPC. Others just.. crying. Fly safe commander.
I did have some initial apprehension about this "upgrade," but ultimately, whining about it won't make it go away. That's not to say that I like it by any means, but since we can't do anything about it, we can either stop playing or deal with it. Fly safe also.
ShadowTracer If you still use it. Here is my tips. Upgrade your lasers to STURDY mount. There is a big chance to have a secondary effect that will make your laser drain less PD. You need 2 lvl grade for that. Not that hard actually.
***** That sounds like good advice. If you're talking about upgrading beam lasers, though, I haven't unlocked an engineer that can upgrade those at this point.
ShadowTracer yea, beam lasers. Dweller. He is very easy to unlock. Here what you have to do. If you still don't have invite from him, then just go for ANY USS and get some ILLEGAL cargo. Then go to any station that has BLACK market and sell it. Dot it 5 times and on DIFFERENT stations. He will send you invite.
About his rep.
to gain 2 lvl - upgrade 1 lvl for 3 times
to gain 3 lvl - upgrade 2 lvl for 3 times
to gain 4 lvl - upgrade 3 lvl for 3 times
to gain 5 lvl - upgrade 4 lvl for 3 times
Good luck)
ShadowTracer Btw, Python is the best and top ship for turrets. Beem turrets is the best. So your build is not only a way to overcome new NPC, but it also very effective way because it is Python.
no heat syncs and all those shield cell banks? How do you not just melt?
ctbram0627 He is only firing 1.
This is the first really helpful video regarding the 2.1 AI and how to combat it. You just earned a sub. Thanks! Would be great to see some ideas for other ships too.
Thanks so much! I am going to be doing a video for the Cobra MkIII regarding how to use it against the new AI, but it's going to be a couple weeks before I get to it. For most ships, though, turrets seem to be kind of a universal solution, and I didn't want to do a whole bunch of videos basically saying the same thing. Small fighters have somewhat different tactics, and that's where the Cobra video will come in.
Another strange problem I have with the build is that I have turrets on trigger 1 and cannons on trigger 2. But the lazers dont fire when I pull trigger they only start when I fire the cannons first. Am I setting them on wrong firegrouping?
Ah! I know exactly what the problem is! Go over to your System panel and look at the Functions tab. You'll see an item that says Turret Weapon Mode or something similar to that. There are three modes for your turrets, "Fire at Will," "Forward Fire," and "Target Only." Previously, they would just stay on whatever setting you had them on last. In the latest update, however, Frontier has, for some reason, changed it so that the default state for turrets is now Fire at Will, which makes your turrets fire at any target that's currently hostile toward you, and they won't fire at anything else, even if you press the fire button. All you actually have to do to get them to work is change that setting to Target Only, and then they'll fire on whatever target you currently have selected. The annoying part is that now you have to change that setting every single time you enter a new zone. I hope that answers your question!
+ShadowTracer I suppose the main danger is that you may target a friendly while scrolling through for enemy. lol
Sharkbait_too Just be careful who you're locking on to XD
I just built that same loadout, except with 3 MCs. I think the Python is my favorite ship in the game. It can do everything.
Dump the scanners and get another booster and hull package. The scanner isn't that much more money. And it takes time since you have to travel to other systems to collect the bounties that it picks up.
ADS on fighting ship?? I'd get the hull to 2,000 then add the SCs. SCs aren't even that great. It's not like they fill the entire shield. The 5s are useless IMO. Fills like 250/s on a 600 shield.. they gotta match your shield rating IMO.
Shadow one thing I think would be helpful is showing how you have your modules setup by that as on your loadout example retracted power is 29.33MW and deployed is 35.02MW. So I was wondering how did you prioritize your weapons so you wouldn't exceed the power when weapons are deployed.
That's a good question :) So many people have asked me this that I have a video coming tomorrow (Saturday) to answer this very question. If you scroll through the comments, you can also find a couple where I've answered it in detail.
Before i watch this video i was already doing tests with my Corvette! And my conclusion its this, turrets are working very well against NPC, i even cosider bring one or two for pvp! At this moment i have 2 small bursts turrets and 2 medium pulse turrets, and for test purposes only using 2 large pulse turrets at huge slots, and works fine and one gimbald c3 multi.
8 A shield boosters
2x 7A SBCs
A LOT OF HULL REIFORCMENTS! LOL
Wow, congrats on that Corvette, man! I'm still grinding my way up to an Anaconda lol. But yeah, turrets seems to be pretty much the only way to combat AI that can out maneuver pretty much anything you've got.
I've done a bunch of shipping missions where some mission specific ai pirate shows up, threatens to kill you, then just chases you without firing at all, even if you return fire on them, even if you kill them. that I suppose would have to be a bug
I think that is a bug. I see this behavior when bounty hunting. On the up side, it makes the kill much easier XD
None of those modules have a rating of a? Does it mention it?
Wow!!! Bravo Commander jolly good show!!!🤘👾
I used class 3 pulse and burst lasers (gimbaled) on outside hardpoints and multicannons on class 2 before 2.1, load out was ok. Then switched to gimbaled class 3 multicannons and gimbaled beam on inboard. I wonder if class 2 turrets would be viable being under the wing. I was hesitant using turrets because of the damage nerf.
You know, that exact thought occurred to me, but I just haven't tested it out yet, though I plan to. That's pretty much what I ended up doing on the Python. I switched that pulse turret under the nose to another gimbaled class 3 multi-cannon and did the level 1 engineer upgrade on them. It works amazingly, so I'd be willing to bet something similar would work on the Clipper. The only thing that's stopping me is, like you said, the turrets would be on the bottom of the ship.
Have you noticed any changes in the NPC they were suppose to tone them down a bit
Well, they're not spawning with engineer weapons of doom now as far as I can tell, but Anacondas can still out maneuver an Imperial Clipper with A thrusters. I think some further balance is still in order if any has been done at all.
While this was going on two weeks ago, have you tested out this build, modified with collector limpets and a bit of cargo space and began using Engineer Upgrades for increased performance?
I see you haven't watched my more recent videos :)
VERY good video... but if you allow me to say - the music is annoying :D
Thank you! As to the music, other people have mentioned this also, and having re-watched this and a couple other videos a couple of times, I totally see what you guys are talking about. The Elite Dangerous video after this one still has music, but the one after that (the Todd the Blaster McQuinn one) does not, nor will any future Elite Dangerous videos. So thank you for telling me not only what you liked, but also what you didn't like! Please feel free to leave me criticism any time along with anything else you feel like saying! And thanks so much for your feedback!
Hey, new to your videos (and Elite:Dangerous too). I actually like the music, it makes the video more entertaining to me. Maybe try another track if others don't like it. :P
Anyways, could you give a Midshipman pilot some advice? Haha
I'm about the earn my Sol Permit with my ASP Exp, and I want to eventually get to a Python, but at the rate I'm earning credits... it doesn't seem to be anytime soon.
Also, cool video, would love to see more about Elite!
Honostly, imo the music ain't anoying. It's the type of music and the moment you engage/disengage the music against your voice. Your mic needs a little more boost or the music needs to be sudden a bit more. Try more movie score type music and see how that turns out? Thanks for the informative video nonetheless!
GhostGurio I love the amount of feedback I'm getting from you guys! It seems more people find the music annoying though, so I'm just going to do away with it. Nonetheless, thank you for the suggestion!
Thank you so much!
The music: actually, that was my intention that it make the video more entertaining! But it seems like it didn't turn out that they way because a lot of people have commented saying that music in general is annoying, enough people that I'm just going to leave it out altogether. There will still be music while I'm just traveling around and doing relatively boring stuff, just not while I'm talking. So, I'm sorry if that was something you were enjoying, but it looks like more people don't like it than do like it.
Advice: it really depends on how fast you're looking to get those credits. If you want them absolutely as quickly as possible, trading is your best bet. Trading isn't something I know a lot about how to do, but there are a lot of tutorials on that around RUclips. Personally, I think I would die of boredom if I did trading for any protracted length of time. If you don't mind taking slightly longer to get the credits together, though, bounty hunting is the most fun thing you can do (in my opinion) to earn credits. You can also pick up assassination missions from space stations that pay out large sums for single targets. Other than that, look for systems that sell ships at discounted prices. If you can find the Python at a 15% discount, it will only be 40-something million instead of 50-something, so you'll save a little there. Also try to outfit it at the same station because all the equipment will also be discounted 15%.
Congrats on that Sol permit and I hope that helped!
I noticed that you put your ADS in a 3 spot and a Hull Reinforcement Package in a 2 slot, you could have swapped those and gotten a tad bit more hull strenght out of your ship.
Someone else actually pointed that out and I have since done just that. I've actually also gotten rid of the hull reinforcements altogether now in favor of more practical stuff like a cargo bay for carrying engineering components and a fuel scoop for actually getting to them. Good observation, though. Thanks.
At least the AI has been fixed now, which is a relief!
Yes. Admittedly, it is much better now.
Great video thanks. I just bought a Python to have a bigger trader that can defend itself a bit. I also want to be able to swap out for bounty hunting too. This will help.
Absolutely it will!
They really need to increase the amount of money made per kill now, the time to kill is so much higher plus the increased risk of dying makes bounty hunting not worthwhile compared to even the simplest of trade routes.
I definitely have to agree with that! There's really very little incentive to do it now.
Bounty Hunting is fun money. Trading is safe money.
I can't understand how can you keep the ship online with all this boosters and cell banks, do you set the two class 5 cell banks in priority 2?
I actually did a video on this about a week ago. You can watch it here ruclips.net/video/poFuXDZyfPc/видео.html It should answer your question :)
I'm sorry for letting you read 1000 times the same question, anyway, it answered quite well, many thanks! :-)
Ivan Caprioli Don't apologize lol. It's good to know what I'm not explaining very well. And it's also good to know the follow up video solved the problem.
I kind of arrived at the same set of weapons but I wasn't sure if I should have just one of those multicannons up on top or two, I think I'll go with two like you've got there. can't do the shield cells or hull reinforcement stuff though, all I do is run cargo and I need the space. weapons are only for opportunity really, for anything formidable I just do the sensible thing and run away
I'm not a big trader myself, but it seems to me that if you're using the Python for that, you'd want as much into your shields as possible. 6A Generator and 4 class A boosters maybe and then see what kind of power you have left for weapons. I'm not really experienced at trading though, so I could be completely wrong on that account. The turrets work really well for combat though.
If you rally want to fight you need another ship. Pythons are not combat ships... plus I honestly do love the enhanced ai. It makes the game a lot more interesting.
I'm doing just fine with the Python, but you're right in that it's a multi-role ship and not strictly for combat. The AI thing is subjective, though. Some people love it, some people hate it. I agree that it was pretty easy before, but I never asked for it to be changed. I was making pretty good money per my time investment and now that's completely nerfed because a single battle takes significantly longer.
I recommend some point defence. NPC's seem to love their missiles nowadays. :-)
Omg yes! They go pretty wild with the missiles! Good advice.
Tried point defence but there may be some sort of conflict between it and other turrets. With point defense, my turrets hardly fired even within the arc, without, beam turrets went back to acting normally.
Mars Starcruiser That's pretty weird. Definitely sounds like a bug.
I've used turrets and point defence successfully. Does sound like a bug.
Just curious, how would you outfit a Clipper for HRES or HAZRES
Well, that's a pretty good question right now. I've pretty much been staying out of the HazRES with anything less than my Python. Even the Clipper I've only been taking into the HighRES. Prior to 2.1, it could out maneuver just about anything, but now...I really don't know. If you watched my Clipper review (which is linked in the description of this video), you can see the loadout I'm using. What I'm going to do at some point in the future is replace the two gimballed beams with turreted ones and see if that helps. The thing about that is that they cost 19 million credits a piece, so I'm just getting the capital together for that at the moment. That's the best solution I've come up with, though: use turrets because EVERYTHING can out maneuver you now, even Anacondas.
Thanks, this helped me out a lot.
Can you show us how you managed to power manage this build. I had less shield cells and still could not keep both interdict thing and warrent scanner when deployed.
I've actually answered this question in a couple other comments on this video, but it seems like a lot of people are asking that. Would you be interested in seeing a video on that topic?
+ShadowTracer A short video would make it clear. I always seem to struggle to get power down a few points without comprimising stuff i need. I dont want to manually turn stuff off and on during combat ;)
Sharkbait_too Ok, I see where you're having trouble then. You have to turn the depleted shield cell banks off manually in order for the next one to power on even if you have module priority set. I just don't have a problem doing that. But it seems like enough people have this question that there will most likely be a video coming up on this subject probably this week sometime.
I think the amount of cell banks is a waste, would replace largest with cargo an smallest with collector limpets cause your gonna grind eventually why not do it as shields re-gen?
I can't help but make my python multi-roll have similar build but pulse is gimballed tier 3 efficiency with no weapon bonus so might convert to turret and check it out.
That's not a bad idea. I might try that out. Thanks.
ditch the pulse laser, put a 3'rd auto-cannon on there and your good to go.
Yeah, I eventually did that.
This turned into a bit of a "power distribution in combat" tutorial for me.
I noticed you neglected Engines entirely and kept switching back and forth from Weapons to Systems. Would you say that is the standard combat strategy when piloting any ship? If not, what situations would have you distribute power differently than this?
This is absolutely not a standard strategy, although before 2.1, you could get away with this. The way I'm handling power distribution here pretty much only works for this particular build because of the turrets. In a more standard situation, something where you have no turrets, you need to also divert power to your engines to get an increased pitch/yaw rate. So typically, when you come under heavy fire, you want max systems. When the target is right in front of you and not firing on you much or at all, you want max weapons. And when they're trying to out maneuver you by getting behind you, you need to turn as quickly as possible, but also maintain fire if possible, so in that situation, I'd go with max engines and two pips to weapons. Does that answer your question?
ShadowTracer Absolutely! Thanks for that GREAT explanation. Now, I just have to figure out how to word that for voice commands in the heat of a dog fight. :p
GameSpin You're welcome! I don't use voice attack myself, so I can't help you out there. But feel free to ask any other questions.
How much this build costs overall? I mean summary of ship + upgrades...
It's somewhere in the neighborhood of 200M credits. If you can get it at a 10 or 15 percent discount, though, it's only around 185M.
Hey Shadow, what do you feel is the better multi purpose ship the Imperial Clipper or the Python??
That is an excellent question! The first thought on that is the Python because it's WAY easier to get. Just pay the credits and you're good to go. The Clipper, however, is faster, more maneuverable, has a longer jump range, and is less expensive provided you have the rank to buy it. Plus, the Clipper just looks cooler ;P So, it's kind of a toss up, I think. I mean, the Python has more cargo room if that's what you're looking for, but the Clipper is just more of a hotrod really
+ShadowTracer thanks for the reply! Im currently working on the ranks for the imperials. Any tips?
Ryan Crawley I hope they haven't changed how this works since 2.1. If they haven't, charity missions in Cubeo are your best friend :D
that build cost 217.469.670cr inc cost of ship would it not be better to buy the anaconda sorry if its a dumb thing to say im new to this game
No. The Anaconda costs around 120-150M stock. You cannot then go outfit it for combat for less than another 100M.
this new update just fixed this bug! although the npc have been adjusted, the higher ranked npc the more upgrades they have. supposedly they fight according to rank so we'll see.
I just read the change log for this update a little while. I haven't gotten to try it out yet because I've been at work all day, but I'm about to go see what's up right now! Thanks for the heads up!
Hey Shaddow, I have not been playing since 2015 and yesterday I got a chance to login and play a bit, and got ripped into pieces. Is this still factual as of 2.3 and as of right now?
No, not really. I have more current builds up for several ships though, including the Python. Just look for the ones that have 2.2.03 or 2.3 in the title :)
Awesome video!! Having lost 18mil in CRs I almost gave up on combat. This is a great build for a Python. Really appreciate it, man. Can you also let us know how you manage your power priorities with this build?
Thank you! I can, in fact. Just watch this video ruclips.net/video/poFuXDZyfPc/видео.html
How are you not melting using 6A SCB's without heat sinks?
I am. I just go repair when the damage gets to be too much. The RES I go to is literally right next to a space station.
I guess I just have horrible luck when it comes to uncooled SCBs. After two or three, my thrusters usually turn off or my shields melt. Not fun in an anaconda with a 30 million rebuy! I wonder if a small AFMU would be a good idea - it would cut down on repair costs drastically, too.
madprophetus I haven't tried this in an Anaconda, so I would bet it's drastically different from what I'm experiencing with my Python. The heat damage I suffer is nowhere near that dramatic! I only start suffering malfunctions after I've used about 4-6 cells and then it's usually just one of my lasers. Perhaps the maintenance unit would help you out with that in your 'Conda though.
Thank you for this. I'm not ready for hazres but I'm doing well in high
You're welcome :D
Wait so do more pips in system increase shield resistance? I thought it only increased regen
Yes. I can't actually tell if putting more pips in systems increases your shield regen rate, but it definitely strengthens them.
Love the build on this, seems to be an awesome weapon, can't wait to get back from deep space to try it. I take it you use a Hotas or other joystick configuration. I'm a Mouse/keyboard player myself.
That's right. I use the Saitek X52 Pro HOTAS, which I've actually done unboxing and review videos of on the channel. I highly recommend it. When I first started playing Elite, I used the mouse and keyboard and I had a good experience with it, but after a week or so, I just wanted more immersion, so I moved up to the Logitech Extreme 3D Pro, which was great. Several months later, it was X52 Pro time! Have you found anything cool out there in uncharted regions of the galaxy?
So Far about a dozen water worlds and tonight one Earth like that I found tonight. trying to get out to Beagles point via Sag A. As to the Saitek--I'll check out the video. May have to make some modifications to my lap top or but a real computer. lol
-CMDR Whiseman (Mobius group)
BN Hutch Congrats on your discoveries!
Liking pairs of medium/small turreted beams for PVE bounty. If your power is A rated they can slowly eat away at shields despite chaff and imperfect positioning. Wonder how this build copes with NPC missiles- they're usually the thing that ends high res bounty sessions for me.
Question: What setting do you have the Turrets set to?
They're set on Target Only mode :)
Thanks.
Jim Lindsey, Jr. Np
I got wrecked by a python in a haz res site and made the mistake of no having enough to pay for your insurance and had to start from scratch. learned my lesson, but the ai on that python kept behind me so well I literally stood no chance. currently working my way back up to the python :/
Sorry you got sidewindered XD Yeah, you gotta watch out for that AI. It's a killer.
Same thing happened to a friend of mine lost his Python with no rebuy. I'm not sure if he will come back and play again. Let that be a warning people never fly without rebuy.
Nice build, kinda expensive for me though. Would you still take FAS to Haz-res? I'm having little trouble with it.
I haven't tried the assault ship myself, but I hear it's pretty good. Just from looking at the specs, however, it seems like it's significantly weaker than an Imperial Clipper, which is the closest ship to compare it to. I feel comfortable taking a clipper into a HazRES because of the class 7 shields, but the FAS can only be fitted with class 5. Even decked out with boosters, I don't know how effective that would be. It works on the FDL because of its speed and maneuverability, but this doesn't seem viable in 2.1 with this brutal new AI. Of course, I could be completely wrong because I haven't actually tried it, but I think I would probably stay out of the HazRES with an FAS. What kind of trouble are you having with it?
ShadowTracer
Well I kinda find FAS actually more robust than clipper, because of hull tanking. And clipper's shields are pretty low for class 7.But that was pre-patch, now I have to repair after 2-3 encounters with anything bigger than Vulture. Even with it's maneuverability I can hardly keep things in my crosshair, maybe I'll try going with turretted build. But then hardpoints placement is weird on FAS.
bingow I would definitely go with turrets. I'm even considering putting some on the Clipper because of this AI. I don't know where the hardpoints are located on the FAS, though. If they're on the bottom or something, you may have a problem. I'm really not a fan of how long a 1-on-1 encounter in a RES lasts now though.
FAS has one large on top and one large at the bottom and 2 mediums on the bottom sides, not sure how well this will work out.
bingow That sounds if-y. You'll probably end up having to roll over a lot if that's going to work at all.
Thx for the build i just a get a Python and with his maneuvrability it is even worse to fight against AI than with my federal assault ship.
I wish he show how much overheating damage he take in what 3SC he used ?
I whander SC plus AFM istand of HS If heat is really not that high.
I stopped worrying about overheating when I saw a video by Kornelius Briedis where he deliberately cooked his modules to 250% and his ship just kept on fighting.
Hey man, was curious as to what you had your module priority set at for this set up.
So many people have asked me these types of questions that I have a video coming tomorrow about the power management for this build. I've answered this question in a few other comments, though, some of them in a lot of detail. But just as a brief answer, I set the extra SCBs to priority 2, 3, & 4. Anything else that needs to be turned off with hardpoints deployed is a 5.
good weapon combo but using that many shield cell banks with out heat sinks would destroy your ship
I assure you, it does not.
looks like im refitting my python. thank you :)
Glad you found this useful! You're welcome :D
It's 2 year on and in a condescending tone I would like to say, THEY ARE.
They've actually toned it down a bit now though.
***** Not only engineering mods, but according to the newsletter, they had things like railguns that could fire with the speed of a pulse laser. It's a bit more calm now though. The new AI is still more dangerous than previous version that would pretty much just let you kill it, but if you pilot your ship properly, it's manageable now.
***** I wasn't going to say anything and hope that no one noticed so they wouldn't fix it lol. It's a lot like the time they made turrets not aggro your target if you targeted a subsystem, so you could take them down to like 10% hull and then blast them with cannons and they'd never fire on you. But, of course, that got fixed, so this probably will too.
should put the ADS in the 2 slot, and have a 3 slot hull reinforcement
Is this build still effective in 2018 ??
I dont know ...but going to try it out with this weeks CQ :)
Bryan Nel .......And how did it go???
Hi quite nice video to see and good description of your strategy. Before Engineers I used to run my python with 2 gimballed medium beams and 3 large pulses. Those medium beams are really nice at shield stripping and I guess they could also be turrets. The bottom turret does not really fire that often unless you are directly facing the opponent (at least I tend to rotate toward the "roof" when trying to get beads on the opponent and you seem to do the same. Thus the bottom is better as a gimballed weapon. Either large laser (burst perhaps) or another multicannon. Engineer updates will only change the ship for the better... getting a drive update (and keeping that 1 pip at least on the engines) will make keeping your opponents on your field of view a LOT easier. Python turns at around 9+ seconds with fully upgraded thrusters and getting shield booster upgrades will push those shields to around 1200 MJ level. I wonder how important 1 point defense would be as AI is very missile spamming these days.
I agree with your approach. Much of people's deaths are caused by them totally ignoring hull strength which is your final line of defense... pushing that hull at least to 1000 level will give you a lot of time to get out when you need to do that or take those final shots to finish the fight. Hull also helps when AI starts ramming. The only time I have actually lost my Python has been when AI rammed me (there was a clipper ram bug at the time so I do not know if hull would have helped in the end, but the principle is solid) and I have been close to death afterwards also due to ramming. Without military hull and/or HRDs that ramming can be fatal as it comes at such big chunks of damage that is hard to predict. Having military hull and higher level HRDs actually also reduce ramming damage (at least according to Kornelius' tests pre-engineers) AND give you more health to endure it.
Anyhow, nice video. Thanks.
I hadn't actually considered that bottom pulse laser. You could be right and it might be better off as another multi-cannon. I think I'm going to try that right now. But yeah, people have told me that you don't need military hulls for bounty hunting builds and before 2.1 there was some validity to that. But now? I think it's more essential than ever since the AI "mostly" (there are some exceptions) doesn't mess around anymore and pretty much resorts to ramming you every chance it gets. Thanks for the comment!
It is nice to see more good quality video producers for Elite. I have been watching Kornelius, Jypson, Obsidian, Chaoswulff et cetera mainly so far because they have good tests and interesting content (and they mostly bother to edit and narrate their material). Keep 'em coming :-)
InnocentiusLacrimosa Thanks a lot! They will indeed keep coming!
Just fyi, I tried the mutli-cannon instead of the pulse turret. Pretty big improvement actually! Thanks for the suggestion
i'm currently using 2 med beam turrets & 3 large multis... with the engineer mods it's quite the thing, elite anacondas need wing support now :)
Okay sooo super old video im looking at this and im saying "You Have Nothing Engineered how does this do anything other then die?"
great build mate but when the police appear how do you stop the turrets accidentally catching them in crossfire and turning you wanted ?
There are two ways to do that. You can either untarget your target or you can switch fire groups. Either of those actions will stop the turrets firing. It would really be easier if they would just make it so you can pull the trigger again to stop firing, but this works. Also, lately I've noticed that enemies aren't being aggroed by the turrets. I don't know if this is a bug or something Frontier has done intentionally, but it has an upside and a downside. Up is that if you a hit a non-wanted ship with them, nothing happens, meaning that if you slightly graze a system security ship or something, you don't end up a wanted fugitive. Down is that if you kill an enemy with them (and nothing else), you won't be awarded a bounty.
+ShadowTracer To help with the problem of accidental hits and aggros from turrets, they've changed them up so it doesnt count so if they hit someone accidentally, it won't give you a bounty or cause aggro. The only downside is that if you don't hit them with something other than a turret, you won't get the kill
f71CkY Oh! Ok, I was wondering if that was a bug or something. Because I've also noticed that what you can do is take an enemy's shields down with the turrets and then just blast them with the multi-cannons and finish them off fairly quickly. But ok! That explains a lot! Thanks for clearing that up!
Yeah, I was having a problem with all turrets on my Asp. It wouldn't aggro my target so I couldn't get the bounty.
Goatboy451 I guess all turret configurations just aren't going to work anymore.
I'm putting turrets on my corvette now lol
I've got them all over my Anaconda too. Haven't tried a corvette. I bet it's gonna be devastating!
Not too shabby. Too bad you conform to the idea that the biggest shield cell is the bestest. Wondering how much damage you do to yourself baking. Working on some maths involving thermal loads vs shield regeneration. I guess when running 635 MJ of shielding 350 is close enough to 50%
I'm aware of the amount of damage you sustain with the large shield cells, but I'm of the opinion that that amount of damage is preferable to the amount of damage you take from people firing on your hull. What would you run instead?
Nice video mate.
There is a lot of argument that turreted weapons are too weak. I guess your build disproves it, but I would like your opinion anyway, since I have never used them.
Well, turreted weapons are weaker than gimballed or fixed, but that doesn't mean they're useless and it does mean that they draw less power from your distributor, which means you can fire them longer than gimballed or fixed weapons. So yes, they're weaker in the short term, but they just require a little more patience.
Thanks!
Geopan Np
you're amazing, thank you
Lol, thanks 😆
I just realized I need a Python.
Yes you do XD
Nice!
There is only one problem with Your ship and it's build. My total amount of money ist 36 mil and for this build is more than 200 mil needed :( maybe in half a year ;)
Some farming required XD
Thats a LOT of power your using. What did you prioritise and to what?
I totally did a follow-up to this video that's all about the power management :)
Thanks, I did find it lol
Hope it was helpful!
Not a bad setup. I just got a python last night and it's pretty awesome I'm in love with this ship. Do you have an explanation build for this ship. I would like to use this to start exploring.
What do you mean by an explanation build?
I tried your build and this shit work 😂. I just put two cannons in the front for when his shield go down. Putting bombs in power plant
Hey I am going to try is build on my python also it seems like a great build thanks for the information.
No problem! Hope it works out for you.
Is this still relevant to today's day and age in the game ?! Really wanting to try it out. Getting my ass handed to me in my viper and needing a better and bigger ship
How relevant is the build today?
I don't like music over game sounds - as the sound work of game is awesome. If you want it there, please make it a bit quieter?
I've just removed the music for future videos.
Awesome. Thank you!
Looking for the next vid already.
I've got two more Elite Dangerous videos up since this one and also some House of the Dying Sun gameplay. ruclips.net/p/PLpX3h8cK9maXkiTLuIxQjOC16sFwTVNp9 for the latest ED, ruclips.net/p/PLpX3h8cK9maXfcLtZLqgilPGMkEvmQlUv for House of the Dying Sun. There are also lots of other videos on my channel!
I'd like to see this build with engineered modules added if you can do it :)