Is the Python Mk 2 worth the cost? YES!!! I bought the Stellar package and changed out a few select modules, then engineered the hell out of it. Now, it shield tanks Anacondas and T-10s. This is a very damn great combat ship.
@@SPECTREStudioN7 what did you change exactly, find im able to to survive 1v1s consistently but any elite enemies feel like a slog to kill and if I get ganked I have half a chance to die
@CowboyWHU I changed the pulse lasers out for beams, engineered with Long range/Thermal Vent. Added a grade 5 reinforced Bi-Weave with Fast Charge. Engineered the multicannons with overcharged with 1 corrosive shell, and auto loader on the rest. Shield Boosters grade 5 resistance augmented w/Thermo Block, or Super Capacitors. Added Guardian Shield Reinforcement package I still have issues, of course. I can't survive a dogfight with 6 or more npc enemies, and I try my darnedest to avoid PvP, since I hate pvp with a firey passion. Long story. Don't ask. However, my rebuy on that Python 2 is around 94 thousand. I'm doing something similar with a T8 to make a better medium sized freight hauler.
guardian hull reinforement gives your ship hull boost and alien damage resistance at cost of power, its alot better to use normal hull reinforcement if you are not fighting thargoids. No energy cost, higher hull health / more resists
I just bought Python MkII yesterday. Fitted it PAs and immediately went for engineering. Regretted nearly instantly lol. I should've fitted it with your build. o7 cmdr
@@rezafathoni6363 I tried PAs, didn’t get on well with them with that small distributor, though I needed more engineering and to practice more, should be ok on a Krait2, I liked them on my Vulture best though.
I've been running dual Class 3 Thermal Vent Beams and a pair of Class 3 and Class 2 Multicannons (one running Corrosive) and it's truly an incredible ship for ratting or combat zones. I do need to experiment more with other builds, still. Pacifier frags seem the way to go.
Yep Pacifiers would be a fun shotgun, though the Python2 can fit 4 pacifiers so thats my favourite ship for that. The bigger distributer is ideal for juicy beams, I like the plasmas too, with plasma slug you can go a long time and even add the premium ammo for +30% damage, though plasmas are tricky to hit the smaller targets with, so I like to use the beams or the rails to smash them.
@@y_ffordd I'm working with a grade 4 Armored/monstered Power Generator atm for the heat management so anple plasma is a little rough to fit at the moment. It's on my to do list, though. Kinda wish we had class 3 Rails as an alternative. I don't mind the charge and prefer them over Plasma most cases. How much worse is the heat on PAs with the fuel ammo experimental? On Close Range (only up to grade 3) Imperial Hammers firing two at once was enough to bring me from about 30% to almost 80% consistently. And that's with an Armored Power Plant adding extra thermal control!
ive pretty much A rated it with large multi--cannons and 2 pulse lazers no engineering at all its going well in high res sites it can fight a whole wing of 3 with 0 engineering bog standard light weight default armour
@@y_ffordd i use a controller to play im not sure how to use a shield bank, i am using the 6c bi-weave and shhield boosters it recharges quickly im barely taking hits to be in much danger if i keep my shields up its rare that i fail. theres a 4A fuel scoop instead of the bank. i always D rate life support im usually close to a station, d rate sensors for lite weight. i took out an anaconda, i takee their shield down then target the power plant.
I don't see the point of mixing short and long range weapon. Frag cannons are always close quarter battle , and long range Beam lasers are ...basically pointless. I would have suggest 2 short range beam lasers, (short range beam's will not stress the capacitor and you will be able to fire longer) one "thermal vent" to disperse heat and one "thermal shock" to prevent the pesky pirates to use thermal weapons or boost in attempt to run away.
@@melcorass thanks for your thoughts, I think I mentioned this in the vid, the point is to swat eagles for pirate massacre, which is much easier with LR beams, I have another build with MCs in the description which is better for the larger targets, rails are worth considering too, those with short range and super penetrator and feedback cascade.
4 OC Screening Shell Pacifiers is far better; cuts your reload time in half. You don't need incendiary because of the significant DPS, and your Corrosive should be on a medium Hi-Cap MC versus gimping the ammo capacity of a main battery weapon. The other medium should have a canceling rail; especially considering that SCB's will have you wasting precious ammo.
@@MurkyDregs thanks, I’ll do some changes, with the rail is short range feedback cascade best? Feels like I need a third trigger but can put the pacis and mc on one trigger, the rail On the other.
@@y_ffordd Long Range is the de facto standard for canceling... It's easier to land rail shots at a distance as well because relative apparent motion is reduced.
@@y_ffordd That is the right weapons grouping... Corrosive MC with the frags... LR canceling rail on the other trigger. One weapons group, simple & neat.
The pacifier has a tighter spread and so can hit from a longer range than the standard frags. Its the same concept with the guardian mod-shards compared to the guardian shards.
@@romanivanovich6717 it’s a fine ship, I love blasting pirates in this, was thinking of doing some kind of advanced plasma build too, that may work as they use less distributor, though would want to buddy with the thermal vent beams but they are also juicey… also I like the shotgun build.
I'd have myself a Pacifier/Cytoscrambler setup for pirate and "big game hunting", and a more generalist gimballed MC/Penetrator Rail Guns for Haz Res/Combat Zones, since Eagles and Vipers could be hard to hit with frag cannons, even Pacifiers
@@flow5tate346 yep the pacifiers are overkill for eagles and it’s hard to get all the shots to hit, so a fair bit of ammo wastage, but I mainly use the mediums on the small fry.
where and how the heck do I get all the stuff I'd need to get all those upgrades? most of the things I've never even heard of and what I DO have, I only have a couple.
The pacifiers are powerplay so you need to be pledged to Zachory Hudson for 4 weeks, then deliver 750 leaflets (ie a T9 full)... however powerplay2 will be coming out later this month, so you wont have time to get any powerplay modules. If you have engineered modules then 2xmedium beam lasers and 4xmulticannons, if you have no engineering then switch the beam lasers with pulse, possibly burst lasers.
A lot to learn building PVE ships you have young padawan 😉 This kills large targets quickly, maybe. But you synthesize ammo all the time, or fly reloading. Turn it into a fast, high endurance killer with two size 3 efficient fixed beams, two size 3 short range MCs and one size 2 with corrosive, all gimballed, and a feedback cascade rail gun, if a victim (there are no opponents) actually lives to use a shield cell. Erase the shields with the fixed beams, target the power plants, and let all hell break loose once the hull is exposed, all weapons but the rail. The Mk II is a nice PVE ship.
@@BlueSideUp endurance is good but I like to blast them with my shotgun more, I just enjoy this more than the standard gimbled beams/MC build, but I’ll have another look at my corvette for gimbled at some point if you have any suggestions. The pacifier allows me to practice aiming at ships too, elite is all about learning isn’t it, maybe one day I will go from padawan to Captain Kirk…. Charging plasma torpedos… to hit that womp rat.
@y_ffordd I like those builds too, have a pacifier Python Mk I, my Cargo ship for Outposts 😉 and a two pacifier Vulture rocks 💪 I am not a friend of the large ships for combat, too slow and a lot of DPS, but not enough time on target because of their unwillingness to turn 😀
I prefer 4 OC Incendiary Pacis and drag/corrosive on the meds. No need for the long range stuff because the PyMk2 can out maneuver basically anything, especially the crappy NPC Eagles😅
@@brokenweltall not when I’m flying it, those eagles buzzing around me, like fireflies in the sky. Though I have been flipping the FAoff rather than the bird at those pests. I should do some mods, so I’ll put the corrosive on a medium MC, though somebody mentioned using a rail too, with feedback cascade to stop their shield cell banks.
@@MHadron yeh I know, I got mine from Shinratah as it’s easiest, but quoted the full prices so as not to confuse folk, though cost should not be a factor it’s something I should have mentioned, thanks.
Just a quick question, if you engineer the prebuiltship does it add a rebuy cost, I have about 60 hours in the game and picked this up as unfortunately work gets in the way of grind time. If it does I might buy parts then engineer them as it would be a shame to not be able to equip them on another ship when I upgrade eventually. Unless engineering costs nothing as I don’t know yet?
@@CowboyWHU you can engineer any parts on the prebuilt, but you cant transfer prebuilt parts, G3 engineering isn’t too costly and gives a significant upgrade so you could engineer to that level.
@@y_ffordd thanks gives me a bit to think about. Anything I probably won’t change I’ll engineer without buying a unlocked version to keep the rebuy cost down
Fsd should be a d-rated SCO. Screening shell has better dps. Rail needs reverb cascade to cancel banks and honestly corrosive on a big gun is a waste of ammo.
@@Sir-Complains-a-Lot thanks, I’ll have to try them, you mean frag/pacifier rather than rail? Or using rails instead of beam lasers? And then screening shell rather than corrosive? Maybe you can show me with edsy, thanks edsy.org/index.html#/L=HF00000H4C0SC0,HQcH0BO_W0HQcH0BH_W0HQcH0BM_W0HQcH0BK_W0EjHH07N_W0EjHH07N_W0,Dwy00CjwG-2G002P000S_00DBw00DBw00DBw00DBw00,9p3G05I_W0AAAG06Y_W0APoG05I_W0AdtO05J_W0AsO00B8gG03L_W0BNC00Bb600,,7UeG07I_W07go0013qG05I_W020n001-D000nG00,Passive_0resistance,Me_D63
I just realised that you're the one who does the pirate videos with the funny narrative, entertaining stuff, I havent done pirating yet, its on the to do list.
@@XxsteamerxX they are a power play module, you need to be pledged to Zachary Hudson for 4 weeks, achieving the required rank 3 (it shows as a reward) for the 4th week, rank 3 costs 750 merits, which I did by filling up a shielded T9 and delivering propaganda or other such nonsense, it kind of means you sell your soul to Hudson, you can achieve merits through combat too.
I love everything about this game but I get so bored with it. I know it may be my fault for not taking advantage of the game's features but I am very much into the pleasure of exploration and the game does not offer me so much about the beauty of space as E.V.E does for example. The planets are static and I find that something important for me. Small stuff that makes a great difference to me. I do play it but not as much as I would like to.
@@looking_glass2022 true, I’m still excited about them, never realised what a gem I have had in storage. Pacifier vulture? I have plasmas on mine, but I’m tempted as I have a couple of spare pacifiers, thanks, somebody should have told me about these earlier
So, for you, wish one other can we can use? because this python MK2 have really no good shield an is raly easy to kill. Pyton 1 have a 7 shield and two 7 hole for cell This mark 2 had only a 6 shield and baby hole 3, and 4 for cell WTF lol I thinks i'll have better chance with a mark 1 or a krait mk2 don't you thinks?
The Krait MK2 is probably better because of the SLF, but both Python 1 and Krait 2 only have 3 large slots, so the python 2 has more firepower if using the right weapons as the main compromise is the 6A distributor to the 7A on Krait2 and Python1. I prefer the mk2 to fly but have to use a biweave and choose my fights, if I was to choose only one ship then would probably go Krait2 or Python as more versatile, decent for multipurpose, which is more useful for the new powerplay 2.0, if you want to engage with that, you can have both shield cell banks and 32 slot cargo!.
@@garethde-witt6433 it has less module space so not as versatile, but it fits an extra pacifier so it has more firepower than the Krait 2, but for me it’s so much more manoeuvrable so a far superior fighter for pve. But as I demonstrate at the end and as you correctly highlight, it doesn’t have much armour and if your shield goes down you have to be ready to run or not get hit by the gun. I was using short jump SCO all the time with no probs, it was so smooth, didn’t highlight how good it is in SCO, I didn’t even fit an extra fuel tank, but I wasn’t travelling long distance
SCO is not meant for prolonged use, you use it to speed your ship up fast in appropriate Situations. You basically speed up to over 1000+ c in a few seconds and then enjoy the cruise, reusing SCO every now and then to increase and maintain the high speeds. SCO is mainly good for long distance travels like getting to a station 100K Ls away, it's also great to evade pirates by simply boosting several thousand lightseconds ahead as soon as you see one is after you and you can use it to interdict far away targets when you're bounty hunting to cut the chase much shorter. Properly used SCO is a Quality of Life improving feature and cuts time to travel between various points tremendously instead of wasting countless hours in normal Supercruise.
Holy smokes dude! That's an awesome build. You're taking down ships faster with that build than I can even remotely come close to in my Anaconda... I think I rely way to much on gimballed multi-cannons and that's my weakness when it comes to the length of time it takes to take down an NPC ship. Do you have plans to share this on the Coriolis build site? I'd love to throw it together this afternoon/evening. Great video, thanks for making it! Subbed!
@@JockoFlocko thanks, I normally do a edsy build first but I was in a hurry and built it more fluidly, using other folks builds to check, then I’ve spent much of today blasting pirates, but I’ve just cobbled together a build which I’ve thrown in the description, you have to build this, it’s such fun, here you go edsy.org/index.html#/L=HF00000H4C0SC0,HQcH0BO_W0HQcH0BH_W0HQcH0BM_W0HQcH0BK_W0EjHH07N_W0EjHH07N_W0,Dwy00CjwG-2G002P000S_00DBw00DBw00DBw00DBw00,9p3G05I_W0AAAG06Y_W0APoG05I_W0AdtO05J_W0AsO00B8gG03L_W0BNC00Bb600,,7UeG07I_W07go0013r0020n001-D000nG00,Passive_0resistance,Me_D63
@@y_ffordd Thanks so much bro, this is going to be fun. It's pretty incredible how maneuverable this ship build is and how much damage it's dealing out... You can literally just rotate in circles around large ships and completely demolish them. Cheers bud! :)
if you dont have your multicannons engineered with experimental effect incendiary rounds then they are less efficient than pulse/burst lazers damage wise, but currently its so easy to engineer multicannons you should go for it use overcharged incendiary for all but last one for high capacity corrosive shell
@@TogglePr0 thanks chum, from the feedback I was thinking of corrosive MC, so buddying that up with an incendiary mc would be the cleanest solution, but will be an engineering trip, will probably do a few pacifiers this time to switch things around as there are many thoughts on best loadout, the MC corrosive is the big one though. Thanks
@@TogglePr0 Thanks so much for your information and guidance, both of you, it's greatly appreciated. It's hard to believe that I've been playing this game since the early beta and I've never dabbled in the power play part of it. I say that because I looked at the modified frag canons on this build thinking it was some Guardian engineering module I missed, lol. I have no clue at all how the power play works other than "swearing allegiance". Thanks again fellas.
I was tempted to plug in my headset for this but was too lazy to plug it in, plus I prefer using a normal screen when choosing the death contracts at the station. But yes we should have 100% VR, weird that they couldn’t figure the on foot bit.
@@cakes1831 yes.. its just that usual pve focused builds have some form of unlimited ammo like rails with plasma slug so you can use premium ammo on it and that buff never runs out and you dont need to resupply weapons only refuel and buff stays forever
@@TogglePr0 it does run out, but it’s effective while it’s in the fight, and it’s the most fun I have had recently. I hear you could put the corrosive on a medium MC to extend ammo a bit.
@@y_ffordd Aye, shotgun builds are badass but it gets old having to travel to the stations more than you can shoot, try with efficient PAs they can be passed off as a shotgun just with plasma lol. They usually have way more lasting ammo than frags/pacifiers even though it's less shots and if you dont ever want to restock them you can even use plasma slug which will make your fuel resupply your ammo. You lose dps yes. BUT! you can get back that dps by synthing premium ammo and because you have plasma slug with the PA the premium ammo buff will never run out as long as you don't press the rearm button in station buff always stays all you need to do is refuel your ship.
@@TogglePr0it just seemed the choice ship for pacifiers, I still need more time on plasmas, I’m not sure this is the ship for them either. But eventually I’ll get around to them, the premium ammo plasma slug is awesome, but my muscle memory would probably rearm haha. I was thinking of rails for my FDL, maybe I should try to buddy up plasmas with them, and with plasma slug I would definitely run out of fuel… again, still the rats love the action.
@@dougd6137 yeh I said that would probably be the case, hence why I come from the PVE angle, sadly I’m not a good FDL pilot so can’t deal with the numpties at Shin Dez.
Sorry but the build has been poorly thought through. Let me help. Wrong power plant upgrade. Literally no point using overcharged power plant. 90% of people make this mistake. More power than you’re going to use at the cost of module integrity and increased heat. Go armoured, improve heat management, protect your power plant, still increase power output and still have enough power for your modules. Your FSD won’t be an easy target. Wrong FSD upgrade. I thought it was a combat ship? Why lose module integrity for increased jump range? You can still increase range and go shielded, while improving thermal load. Guardian hull and module reinforcement are crap. Use standard hull reinforcement, and make the larger hull reinforcements ‘heavy duty’ and the smaller ones give kinetic resistance or heavy duty, or use a smaller ones module reinforcement. Bi-weave shields should be thermal resistance combined with resistance shield boosters. Use small guardian shield reinforcements (class 1/2). Lose the super cruise assist, total waste of space.
No need to be sorry, you make lots of valid points, I mentioned some of these, I had bodged this build with limited time to make the ideal build. The guardian module reinforcements are better than standard but at the cost of power draw so I replaced to allow a reinforced pp, for pve you can get away with an overcharged powerplant though. I like the supercruise assist and the SCO, its convenient. I have lots of overcharged biweaves spare that I need to replace when I get time. Thanks for the comment, its very helpful, I put in some changes to the edsy links to better represent what you mention as I hadnt done that on the best build, this should be a better guide than whats in the video, but I wanted to be honest about what I was using and why rather than pretending, which in hindsight would have been a better guide and perhaps a shorter video, no need to explain why I was using less suitable components, thanks.
it looks exactly the same as every other ship inside. If you hadnt mentioned it was a MK2 it wouldnt be possible to tell the difference between literally any other ship. the exact same HUD, no attempt at any thing new here. they blew a chance to save their game, again...
@@vonschmeel its the same cockpit as the python but it flies very different, when I’m in 2D it all looks quite similar, the big ships don’t look big, but in 3D it makes all the difference so I can see your point there. It’s limited what they can do, it’s better than a kick in the pants though.
I think the FDL, if not already, will no longer be the meta in PvP with the Python Mark II out. I have a strong PvP build done in Coriolis which I’ll have complete in game by the middle of the week.
@@y_ffordd circling back to your message. The P MK II is the PvP meta. There is only one weapon I'll ever use on it which is the meta. That ship will tank any ship in any conflict zone. Its OP!
Is the Python Mk 2 worth the cost? YES!!! I bought the Stellar package and changed out a few select modules, then engineered the hell out of it. Now, it shield tanks Anacondas and T-10s. This is a very damn great combat ship.
@@SPECTREStudioN7 yeh I wish I had enough arx when it released, but maybe the next ship will be one to consider, looks like a gutemaya.
It’s available through credit buy. Why buy it with ARX. Use in game credits.
I have the Stellar too, great ship.
@@SPECTREStudioN7 what did you change exactly, find im able to to survive 1v1s consistently but any elite enemies feel like a slog to kill and if I get ganked I have half a chance to die
@CowboyWHU I changed the pulse lasers out for beams, engineered with Long range/Thermal Vent. Added a grade 5 reinforced Bi-Weave with Fast Charge. Engineered the multicannons with overcharged with 1 corrosive shell, and auto loader on the rest. Shield Boosters grade 5 resistance augmented w/Thermo Block, or Super Capacitors. Added Guardian Shield Reinforcement package
I still have issues, of course. I can't survive a dogfight with 6 or more npc enemies, and I try my darnedest to avoid PvP, since I hate pvp with a firey passion. Long story. Don't ask.
However, my rebuy on that Python 2 is around 94 thousand. I'm doing something similar with a T8 to make a better medium sized freight hauler.
guardian hull reinforement gives your ship hull boost and alien damage resistance at cost of power, its alot better to use normal hull reinforcement if you are not fighting thargoids. No energy cost, higher hull health / more resists
@@Grox0642 yep I understand but I didn’t have any engineered 3Ds around and the guardian units still give more armour for the same weight.
I just bought Python MkII yesterday. Fitted it PAs and immediately went for engineering. Regretted nearly instantly lol. I should've fitted it with your build. o7 cmdr
@@rezafathoni6363 I tried PAs, didn’t get on well with them with that small distributor, though I needed more engineering and to practice more, should be ok on a Krait2, I liked them on my Vulture best though.
I've been running dual Class 3 Thermal Vent Beams and a pair of Class 3 and Class 2 Multicannons (one running Corrosive) and it's truly an incredible ship for ratting or combat zones. I do need to experiment more with other builds, still. Pacifier frags seem the way to go.
Yep Pacifiers would be a fun shotgun, though the Python2 can fit 4 pacifiers so thats my favourite ship for that. The bigger distributer is ideal for juicy beams, I like the plasmas too, with plasma slug you can go a long time and even add the premium ammo for +30% damage, though plasmas are tricky to hit the smaller targets with, so I like to use the beams or the rails to smash them.
@@y_ffordd I'm working with a grade 4 Armored/monstered Power Generator atm for the heat management so anple plasma is a little rough to fit at the moment. It's on my to do list, though. Kinda wish we had class 3 Rails as an alternative. I don't mind the charge and prefer them over Plasma most cases.
How much worse is the heat on PAs with the fuel ammo experimental? On Close Range (only up to grade 3) Imperial Hammers firing two at once was enough to bring me from about 30% to almost 80% consistently. And that's with an Armored Power Plant adding extra thermal control!
ive pretty much A rated it with large multi--cannons and 2 pulse lazers no engineering at all its going well in high res sites it can fight a whole wing of 3 with 0 engineering bog standard light weight default armour
Nice, glad you're enjoying it, get those pacifiers unlocked, you have to reload more but it makes short work of anacondas.
@@y_ffordd i use a controller to play im not sure how to use a shield bank, i am using the 6c bi-weave and shhield boosters it recharges quickly im barely taking hits to be in much danger if i keep my shields up its rare that i fail. theres a 4A fuel scoop instead of the bank. i always D rate life support im usually close to a station, d rate sensors for lite weight. i took out an anaconda, i takee their shield down then target the power plant.
@@NightOwlGames Good work, its a fun ship to wreck those pirates with
I don't see the point of mixing short and long range weapon. Frag cannons are always close quarter battle , and long range Beam lasers are ...basically pointless. I would have suggest 2 short range beam lasers, (short range beam's will not stress the capacitor and you will be able to fire longer) one "thermal vent" to disperse heat and one "thermal shock" to prevent the pesky pirates to use thermal weapons or boost in attempt to run away.
@@melcorass thanks for your thoughts, I think I mentioned this in the vid, the point is to swat eagles for pirate massacre, which is much easier with LR beams, I have another build with MCs in the description which is better for the larger targets, rails are worth considering too, those with short range and super penetrator and feedback cascade.
4 OC Screening Shell Pacifiers is far better; cuts your reload time in half. You don't need incendiary because of the significant DPS, and your Corrosive should be on a medium Hi-Cap MC versus gimping the ammo capacity of a main battery weapon. The other medium should have a canceling rail; especially considering that SCB's will have you wasting precious ammo.
@@MurkyDregs thanks, I’ll do some changes, with the rail is short range feedback cascade best? Feels like I need a third trigger but can put the pacis and mc on one trigger, the rail
On the other.
@@y_ffordd Long Range is the de facto standard for canceling... It's easier to land rail shots at a distance as well because relative apparent motion is reduced.
@@y_ffordd That is the right weapons grouping... Corrosive MC with the frags... LR canceling rail on the other trigger. One weapons group, simple & neat.
what's the difference between normal frag cannons with double shot and pacifiers?
The pacifier has a tighter spread and so can hit from a longer range than the standard frags. Its the same concept with the guardian mod-shards compared to the guardian shards.
interesting weapon build, i like this high damage. and Python mk2 is amazing ship!
@@romanivanovich6717 it’s a fine ship, I love blasting pirates in this, was thinking of doing some kind of advanced plasma build too, that may work as they use less distributor, though would want to buddy with the thermal vent beams but they are also juicey… also I like the shotgun build.
I'd have myself a Pacifier/Cytoscrambler setup for pirate and "big game hunting", and a more generalist gimballed MC/Penetrator Rail Guns for Haz Res/Combat Zones, since Eagles and Vipers could be hard to hit with frag cannons, even Pacifiers
@@flow5tate346 yep the pacifiers are overkill for eagles and it’s hard to get all the shots to hit, so a fair bit of ammo wastage, but I mainly use the mediums on the small fry.
where and how the heck do I get all the stuff I'd need to get all those upgrades? most of the things I've never even heard of and what I DO have, I only have a couple.
The pacifiers are powerplay so you need to be pledged to Zachory Hudson for 4 weeks, then deliver 750 leaflets (ie a T9 full)... however powerplay2 will be coming out later this month, so you wont have time to get any powerplay modules. If you have engineered modules then 2xmedium beam lasers and 4xmulticannons, if you have no engineering then switch the beam lasers with pulse, possibly burst lasers.
A lot to learn building PVE ships you have young padawan 😉
This kills large targets quickly, maybe. But you synthesize ammo all the time, or fly reloading. Turn it into a fast, high endurance killer with two size 3 efficient fixed beams, two size 3 short range MCs and one size 2 with corrosive, all gimballed, and a feedback cascade rail gun, if a victim (there are no opponents) actually lives to use a shield cell.
Erase the shields with the fixed beams, target the power plants, and let all hell break loose once the hull is exposed, all weapons but the rail.
The Mk II is a nice PVE ship.
@@BlueSideUp endurance is good but I like to blast them with my shotgun more, I just enjoy this more than the standard gimbled beams/MC build, but I’ll have another look at my corvette for gimbled at some point if you have any suggestions. The pacifier allows me to practice aiming at ships too, elite is all about learning isn’t it, maybe one day I will go from padawan to Captain Kirk…. Charging plasma torpedos… to hit that womp rat.
@y_ffordd I like those builds too, have a pacifier Python Mk I, my Cargo ship for Outposts 😉 and a two pacifier Vulture rocks 💪 I am not a friend of the large ships for combat, too slow and a lot of DPS, but not enough time on target because of their unwillingness to turn 😀
I prefer 4 OC Incendiary Pacis and drag/corrosive on the meds. No need for the long range stuff because the PyMk2 can out maneuver basically anything, especially the crappy NPC Eagles😅
@@brokenweltall not when I’m flying it, those eagles buzzing around me, like fireflies in the sky. Though I have been flipping the FAoff rather than the bird at those pests. I should do some mods, so I’ll put the corrosive on a medium MC, though somebody mentioned using a rail too, with feedback cascade to stop their shield cell banks.
@@brokenweltall ps I love the eagle, it’s my favourite ship to pilot, though my combat skills restrict this wee beastie to exobiology
You can get it for 15% off (~55 mil) if you know where to look...
@@MHadron yeh I know, I got mine from Shinratah as it’s easiest, but quoted the full prices so as not to confuse folk, though cost should not be a factor it’s something I should have mentioned, thanks.
57 mil at Ray Gateway
Just a quick question, if you engineer the prebuiltship does it add a rebuy cost, I have about 60 hours in the game and picked this up as unfortunately work gets in the way of grind time. If it does I might buy parts then engineer them as it would be a shame to not be able to equip them on another ship when I upgrade eventually. Unless engineering costs nothing as I don’t know yet?
@@CowboyWHU you can engineer any parts on the prebuilt, but you cant transfer prebuilt parts, G3 engineering isn’t too costly and gives a significant upgrade so you could engineer to that level.
@@y_ffordd thanks gives me a bit to think about. Anything I probably won’t change I’ll engineer without buying a unlocked version to keep the rebuy cost down
Fsd should be a d-rated SCO. Screening shell has better dps. Rail needs reverb cascade to cancel banks and honestly corrosive on a big gun is a waste of ammo.
@@Sir-Complains-a-Lot thanks, I’ll have to try them, you mean frag/pacifier rather than rail? Or using rails instead of beam lasers? And then screening shell rather than corrosive? Maybe you can show me with edsy, thanks edsy.org/index.html#/L=HF00000H4C0SC0,HQcH0BO_W0HQcH0BH_W0HQcH0BM_W0HQcH0BK_W0EjHH07N_W0EjHH07N_W0,Dwy00CjwG-2G002P000S_00DBw00DBw00DBw00DBw00,9p3G05I_W0AAAG06Y_W0APoG05I_W0AdtO05J_W0AsO00B8gG03L_W0BNC00Bb600,,7UeG07I_W07go0013qG05I_W020n001-D000nG00,Passive_0resistance,Me_D63
I just realised that you're the one who does the pirate videos with the funny narrative, entertaining stuff, I havent done pirating yet, its on the to do list.
Where do I get the Pacifier Frag Cannons?
@@XxsteamerxX they are a power play module, you need to be pledged to Zachary Hudson for 4 weeks, achieving the required rank 3 (it shows as a reward) for the 4th week, rank 3 costs 750 merits, which I did by filling up a shielded T9 and delivering propaganda or other such nonsense, it kind of means you sell your soul to Hudson, you can achieve merits through combat too.
A WELSH ELITE DANGEROUS UA-camR??
@@fowele is it possible, if only I could do the whole video in the medium of Welsh, that would be the dream
@@y_ffordd wouldnt it. I really need to start learning welsh soon i just don't know where to start
I love everything about this game but I get so bored with it.
I know it may be my fault for not taking advantage of the game's features but I am very much into the pleasure of exploration and the game does not offer me so much about the beauty of space as E.V.E does for example.
The planets are static and I find that something important for me. Small stuff that makes a great difference to me.
I do play it but not as much as I would like to.
Pacifiers are heavily underrated imho.
Slapping high cap Pacis with one incen and the other drag on a vulture is cheating
@@looking_glass2022 true, I’m still excited about them, never realised what a gem I have had in storage. Pacifier vulture? I have plasmas on mine, but I’m tempted as I have a couple of spare pacifiers, thanks, somebody should have told me about these earlier
So, for you, wish one other can we can use? because this python MK2 have really no good shield an is raly easy to kill. Pyton 1 have a 7 shield and two 7 hole for cell
This mark 2 had only a 6 shield and baby hole 3, and 4 for cell WTF lol
I thinks i'll have better chance with a mark 1 or a krait mk2 don't you thinks?
The Krait MK2 is probably better because of the SLF, but both Python 1 and Krait 2 only have 3 large slots, so the python 2 has more firepower if using the right weapons as the main compromise is the 6A distributor to the 7A on Krait2 and Python1. I prefer the mk2 to fly but have to use a biweave and choose my fights, if I was to choose only one ship then would probably go Krait2 or Python as more versatile, decent for multipurpose, which is more useful for the new powerplay 2.0, if you want to engage with that, you can have both shield cell banks and 32 slot cargo!.
I had found it not as good as the krait mk 2, the hull, paper thin. I dumped the SCO as it just drinks too much fuel.
@@garethde-witt6433 it has less module space so not as versatile, but it fits an extra pacifier so it has more firepower than the Krait 2, but for me it’s so much more manoeuvrable so a far superior fighter for pve. But as I demonstrate at the end and as you correctly highlight, it doesn’t have much armour and if your shield goes down you have to be ready to run or not get hit by the gun. I was using short jump SCO all the time with no probs, it was so smooth, didn’t highlight how good it is in SCO, I didn’t even fit an extra fuel tank, but I wasn’t travelling long distance
SCO is not meant for prolonged use, you use it to speed your ship up fast in appropriate Situations. You basically speed up to over 1000+ c in a few seconds and then enjoy the cruise, reusing SCO every now and then to increase and maintain the high speeds. SCO is mainly good for long distance travels like getting to a station 100K Ls away, it's also great to evade pirates by simply boosting several thousand lightseconds ahead as soon as you see one is after you and you can use it to interdict far away targets when you're bounty hunting to cut the chase much shorter. Properly used SCO is a Quality of Life improving feature and cuts time to travel between various points tremendously instead of wasting countless hours in normal Supercruise.
Holy smokes dude! That's an awesome build. You're taking down ships faster with that build than I can even remotely come close to in my Anaconda... I think I rely way to much on gimballed multi-cannons and that's my weakness when it comes to the length of time it takes to take down an NPC ship. Do you have plans to share this on the Coriolis build site? I'd love to throw it together this afternoon/evening. Great video, thanks for making it! Subbed!
@@JockoFlocko thanks, I normally do a edsy build first but I was in a hurry and built it more fluidly, using other folks builds to check, then I’ve spent much of today blasting pirates, but I’ve just cobbled together a build which I’ve thrown in the description, you have to build this, it’s such fun, here you go edsy.org/index.html#/L=HF00000H4C0SC0,HQcH0BO_W0HQcH0BH_W0HQcH0BM_W0HQcH0BK_W0EjHH07N_W0EjHH07N_W0,Dwy00CjwG-2G002P000S_00DBw00DBw00DBw00DBw00,9p3G05I_W0AAAG06Y_W0APoG05I_W0AdtO05J_W0AsO00B8gG03L_W0BNC00Bb600,,7UeG07I_W07go0013r0020n001-D000nG00,Passive_0resistance,Me_D63
@@y_ffordd Thanks so much bro, this is going to be fun. It's pretty incredible how maneuverable this ship build is and how much damage it's dealing out... You can literally just rotate in circles around large ships and completely demolish them. Cheers bud! :)
if you dont have your multicannons engineered with experimental effect incendiary rounds then they are less efficient than pulse/burst lazers damage wise, but currently its so easy to engineer multicannons you should go for it use overcharged incendiary for all but last one for high capacity corrosive shell
@@TogglePr0 thanks chum, from the feedback I was thinking of corrosive MC, so buddying that up with an incendiary mc would be the cleanest solution, but will be an engineering trip, will probably do a few pacifiers this time to switch things around as there are many thoughts on best loadout, the MC corrosive is the big one though. Thanks
@@TogglePr0 Thanks so much for your information and guidance, both of you, it's greatly appreciated. It's hard to believe that I've been playing this game since the early beta and I've never dabbled in the power play part of it. I say that because I looked at the modified frag canons on this build thinking it was some Guardian engineering module I missed, lol. I have no clue at all how the power play works other than "swearing allegiance". Thanks again fellas.
FA off will give you more time on target
Yep I used a bit of FA off on some targets but I tend to jiggle around a bit more so mostly FAon if I can get away with it.
Either VR in the whole game or no more money ever.
I was tempted to plug in my headset for this but was too lazy to plug it in, plus I prefer using a normal screen when choosing the death contracts at the station. But yes we should have 100% VR, weird that they couldn’t figure the on foot bit.
runs outta ammo quick tho
At least we can get ammo sysns easier
@@cakes1831 yes.. its just that usual pve focused builds have some form of unlimited ammo like rails with plasma slug so you can use premium ammo on it and that buff never runs out and you dont need to resupply weapons only refuel and buff stays forever
@@TogglePr0 it does run out, but it’s effective while it’s in the fight, and it’s the most fun I have had recently. I hear you could put the corrosive on a medium MC to extend ammo a bit.
@@y_ffordd Aye, shotgun builds are badass but it gets old having to travel to the stations more than you can shoot, try with efficient PAs they can be passed off as a shotgun just with plasma lol. They usually have way more lasting ammo than frags/pacifiers even though it's less shots and if you dont ever want to restock them you can even use plasma slug which will make your fuel resupply your ammo. You lose dps yes. BUT! you can get back that dps by synthing premium ammo and because you have plasma slug with the PA the premium ammo buff will never run out as long as you don't press the rearm button in station buff always stays all you need to do is refuel your ship.
@@TogglePr0it just seemed the choice ship for pacifiers, I still need more time on plasmas, I’m not sure this is the ship for them either. But eventually I’ll get around to them, the premium ammo plasma slug is awesome, but my muscle memory would probably rearm haha. I was thinking of rails for my FDL, maybe I should try to buddy up plasmas with them, and with plasma slug I would definitely run out of fuel… again, still the rats love the action.
It doesn't really matter if you have a new ship or not. Play in open and come up against a good pilot in an FDL and its game over.
@@dougd6137 yeh I said that would probably be the case, hence why I come from the PVE angle, sadly I’m not a good FDL pilot so can’t deal with the numpties at Shin Dez.
Sorry but the build has been poorly thought through. Let me help.
Wrong power plant upgrade. Literally no point using overcharged power plant. 90% of people make this mistake. More power than you’re going to use at the cost of module integrity and increased heat. Go armoured, improve heat management, protect your power plant, still increase power output and still have enough power for your modules. Your FSD won’t be an easy target.
Wrong FSD upgrade. I thought it was a combat ship? Why lose module integrity for increased jump range? You can still increase range and go shielded, while improving thermal load.
Guardian hull and module reinforcement are crap. Use standard hull reinforcement, and make the larger hull reinforcements ‘heavy duty’ and the smaller ones give kinetic resistance or heavy duty, or use a smaller ones module reinforcement.
Bi-weave shields should be thermal resistance combined with resistance shield boosters. Use small guardian shield reinforcements (class 1/2).
Lose the super cruise assist, total waste of space.
No need to be sorry, you make lots of valid points, I mentioned some of these, I had bodged this build with limited time to make the ideal build. The guardian module reinforcements are better than standard but at the cost of power draw so I replaced to allow a reinforced pp, for pve you can get away with an overcharged powerplant though. I like the supercruise assist and the SCO, its convenient. I have lots of overcharged biweaves spare that I need to replace when I get time. Thanks for the comment, its very helpful, I put in some changes to the edsy links to better represent what you mention as I hadnt done that on the best build, this should be a better guide than whats in the video, but I wanted to be honest about what I was using and why rather than pretending, which in hindsight would have been a better guide and perhaps a shorter video, no need to explain why I was using less suitable components, thanks.
Oof
@@rbrtctln smashed its back doors in
it looks exactly the same as every other ship inside. If you hadnt mentioned it was a MK2 it wouldnt be possible to tell the difference between literally any other ship.
the exact same HUD, no attempt at any thing new here. they blew a chance to save their game, again...
@@vonschmeel its the same cockpit as the python but it flies very different, when I’m in 2D it all looks quite similar, the big ships don’t look big, but in 3D it makes all the difference so I can see your point there.
It’s limited what they can do, it’s better than a kick in the pants though.
@@y_ffordd hhhmmm what kind of kick?
Don’t bring that P MK II build to Shinrarta. It will get wrecked over there.
@@thatgregguy I flew out of Shinratah no probs, it’s for pve though, do you have a good pvp build?
@@thatgregguy I should add that I’m not a PvPer on any level, would I be better off with an FDL for PvP? Thinking of wanging rails on my cherished FDL
I think the FDL, if not already, will no longer be the meta in PvP with the Python Mark II out. I have a strong PvP build done in Coriolis which I’ll have complete in game by the middle of the week.
@@y_ffordd circling back to your message. The P MK II is the PvP meta. There is only one weapon I'll ever use on it which is the meta. That ship will tank any ship in any conflict zone. Its OP!