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I'm not sure how a Python Mk II would fare but the Mk I would be a fine choice. After all, a pirate ship is really just a trade ship with a few guns strapped to it for robbery.
Viper 3 is good at running away if you get into trouble, just hit the boost button. And learning when to run away is vital if you plan on surviving in larger ships.
DBS is good if you want to try your hand at cold orbit techniques.
Imperial courier has the second strongest shields of the small ships. Fast and agile... Use high powered fixed weapons like frags, railguns or plasmas.
Then there's my personal favourite... The Vulture. Not quite as fast as the other two, but very agile, and it punches well above it's weight class. Strongest shields of all the small ships too.
interestin.
what's a good loadout that isn't just gimballed gatling gun + static laser?
i never used stuff like missiles etc. but they looked fun once you learn how to use them
also is there any vids anywhere for advice on non-flight assisted piloting?
Engineering gives an insane advantage in combat; not only does it boosts stats by a huge amount, but the experimentals also wreck your opponents ability to fight back. They are not required per-se, but engineered ships are vastly superior and give the mechanical advantage. The engineering grind has been improved recently but it unfortunately still ain't super fun.
For a dedicated combat ship, I still prefer the FDL over the dozen others I've tried. It has great hardpoints that are well positioned, enough power and room for a million shield boosters, and is agile enough to zoom around the big ships. It has no cargo and no jump range though, so it only makes sense to be engineered as a war machine.
For a multi-purpose ship, the Python (and its Krait cousins) are still king. They can be equipped for and perform well at everything in the game. I've never done piracy like you describe, but I would also consider the faction medium ships like the Chieftain.
Remember that you can sell anything back for 95% value, so you can try any ship and modules for as long as you like, then sell it all back for a 5% fee. It gets trickier when you start investing engineering mats into modules but you're not concerned with that.
If you haven't looked into it yet, you can probably squeeze out an extra 15% power for your Vulture by adjusting the power priorities. Set it to disable the hatch, the computers, the FSD, etc, when your weapons are deployed and that's more juice for bigger guns.
Fixed always do the most damage... but they require that the pilot can actually put guns on target, which is not always that easy. Great pilots make it sounds like this is the only viable option but its not - use gimballed if you like.
Gimballed trade a bit of DPS for forward-tracking abilities. I find its the best option for most weapons of the average pilot.
Turrets can shoot in virtually all angle, even behind - but they deal significantly reduced damage and their target acquisition is slowest, so they lose a lot of DPS. They are almost never used except for secondary experimental effects delivery on large ships.
Thermal damage is great against shield but poor against hull. Kinetic damage is poor against shield but great against hull. Explosive is poor against shield but great against hull and modules (penetration). Use thermal when the shield's up, then switch to kinetic (or explosive). Plasma and railguns are good against both and/or can penetrate through, but are fixed-only and have some power/thermal drawbacks.
Engineering provides improved damage, thermal relief on the lasers, can increase your weapons range to 6km, and also disrupt your opponents ship, making them easy prey.
My one-size-fits-all generic solution is to start with half (Efficient, Scramble) burst laser, half (Overcharged, Corrosive) multi-cannon, and work from there. Explosives are fun but kind of niche; the limited ammo keep me from using them more. Railguns are a great addition and they let you destroy modules - if you can put rounds on target. Plasma Chargers are also good, but they're even harder to aim because of the slow projectiles. Frags does high damage in small range, I find them useful for jousting and have been using them with the Drag experimental, which kills their thrusters just as they want to dash away.
I watch a lot of tutorials from "Down to Earth Astronomy", "Hawkes Gaming", and others on youtube - there's a lot of knowledge out there.
i already messed with the power config but it doesn't help me out I have to disable shield boost if i want my hardpoints to work or else I only get the laser or the multi cannon not both.
i'm going to be flying empire so chief won't be an option im afraid.
otherwise thanks for the tips. i'm probably going to have 3 laser 2 gatling 1 torpedo as my loadout
Here's an outline for a simple Krait combat build, no engineering required:
Biggest shield you can fit. 3 x biggest gimballed multis. 2 beams in the smaller hardpoints.
Hull reinforcements, and 1 or 2 module reinforcements.
Size 3 multi limpet that has a collector on it. (mining multi for example)
Size 4 or 5 cargo hold for limpets.
Utilities:
Kill warrant scanner if you have the spare power.
Point defence on the bottom if you're collecting escape pods/etc.
Fill the rest with shield boosts.
Optional wake scanner.
Optional: size 5 fighter bay and NPC pilot as cannon fodder.
Bind the KWS to the same button + fire group as your multis
After blowing up NPCs you can send out a limpet or two to gather the materials.
You can use the wake scanner on departed ships to get encoded materials.
Go to a Resource Extraction Site Low where you will overpower all enemy ships. Make sure they're Wanted (lower left) before you open fire.
If you don't want fines, don't pick up discarded cargo.
Set the FSD to lowest power priority, as you don't need that when fighting. When you stow your hardpoints the FSD will power up.
You can also disable the cargo hatch if you don't have a cargo hold.
I recommend fixed weapons, since it has very good convergence and NPCs love to spam chaff.
I prefer Missiles over Torpedoes because even the biggest pods gives a max of 4 torpedoes; they're stronger but are just as vulnerable to Point Defence, Chaff, and ECMS. Mines are also generally a wasted slot; I've really tried making them work and still carry them on my jumpship but I don't think I ever hit anything with them. Missiles work, both seekers and dumbs, and carry enough capacity for a few targets - but they'll inevitably be the first to run out. And if you're not into engineering yet, you might not have the mats to synthesise ammo on the spot. Missiles also work against the on-foot Odyssey settlements - that's what I use my Vulture for, nowadays.
Lasers are a scale. Pulse are slightly weaker but easiest on the power/thermal, Burst are average, and Beam is slightly stronger and has a slightly longer range. Beams will normally heat you up very quick, but the Thermal Vent experimental can flip it and make the weapon cool you instead - which basically gives infinite thermal to your entire ship.
I have kit a Vulture how I would do it for my first attempt at piracy. I only used standard parts and leave the QoL modules in. Power is a struggle, but the 4A shield+1booster(395) gives slightly more than a 5A+0booster(389), and can be pushed to 4A+2boosters(460) by giving up just one of the computers. I wouldn't use a Vulture for piracy, though. https://s.orbis.zone/qD3P
The Krait you already have is a better starting point and doesn't struggle with power. My weaponry, reinforcements, and the SLF might be a meme; but it highlights how easy it is to outfit. https://s.orbis.zone/qD3Y
My current anti-piracy FDL looks something like this and it wins all my battles for me. I hate its look, but I wouldn't dare telling it. https://s.orbis.zone/qD4O
There really isn't a perfect ship though; I've spent many hours on Coriolis and reading guides to find which ships have an edge and it always boils down to "it depends". Ultimately, it only costs a few millions to try and find what works for you. I cannot stress enough how much value one gets back for putting up with the engineering grind though.
They got rid of the grind recently. Sure, you have to unlock one or two engineers, but you don't have to go from 'unengineered combat ship' to 'fully G5 engineered combat ship' in one step.
Upgrade bits and pieces by a grade or two. Enjoy the benefits. Upgrade something a bit more along the way.
Don't grind.