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"Best combat ship" is highly subjective. I have flown everything in combat in all kinds of builds including some very exotic ones. What is the "best ship" depends mostly on what you want to do with it, your style and personal preference. Some build may be rocking combat zones, but suck in extraction sites for example.
I have flown classic FDL plasma / rail and also all fixed MCs and some laser builds too. I have also fown Krait MKII a lot. With beams, MCs, packhounds, frags. I would say FDL is one of the most specific ships, especially with plasma / rails, it has to be flown in a very specific style to be effective. Also its main purpose would be pvp and high intensity combat zones. It is good at dueling single strong enemies. For bounty hunting where you have to kill tons of relatively weak enemies in as short time as possible, FDL is not the most efficient mass killer. For mass killing I would always prefer pacifiers as the highest damage weapon in the game.
Agreed. I was able to beat a much more skilled PvPer than me using PMK2 with pacis while he used a meta FDL.
If you want to split your weapons into multiple fire groups and kill slower, go ahead. But I've discovered that I kill things faster by using all of my hardpoints on a FDL than I ever did back when I used split fire groups on a Corvette. My point is that the PMK2 is not a good ship for plasma/rail builds, which are the builds that don't require you to split your fire groups. And I'm not alone in saying this.
On the python MK2 i have no problem to use 4 long range imperials railguns (3
super-penetrator/ 1 cascade feedback) in the central Hardpoint (2L/2M) and using Two large fixed efficient laser beam with thermal vent to support shield striping or DPS on Large target or sometimes when i feel like it i use seeker missile instead of laser beam.
Just using the central Harpoint put the MK2 slightly under the FDL
MK2 : 2 Large + 2 Medium
FDL : 4 Medium + 1 Huge
If we convert everything to Large we have :
MK2 : 3 Large
FDL : 4 Large
I didn't count the two large hardpoint on the back left and back right because those two have bad convergence but they're still useful for :
- Shield striping because shield tend to be bigger than the ship they're protecting so you can still hit a vulture shield with those hardpoint even if fixed but don't even try to hit anything but large unshielded ship.
- Turret because the MK2 is still a multicrew ship so that's an option if you play with someone else which allow you to have some protection
- Seeker missile rack or even normal, seeker for small and medium ship and normal missile for Large ship
Python MK2 has also other advantage over the FDL like :
- 16T fuel tank (MK2) vs 8T fuel tank (FDL)
- Better jump Range for the MK2
- Access to Rank 6 shield (MK2) vs Rank 5 only (FDL)
- 4 Large/2 Medium Hardpoint (MK2) give more option as to what weaponry you can use against hull vs 1 Huge/4 Medium (FDL) because medium hardpoint only has 35 piercing on average (meaning 1 mandatory multi corrosive on one hardpoint)
The python MK2 is more than fine if you know what you're doing and are not an delusional ignorant which seem to be your case.
Frags are one of the less ammo efficient weapons in general, though. Don't expect ammunition to last as long as it does with other weapons. More ammo efficient than pack hounds and torpedoes, at least.
If I ever make a point blank range ganking build, I'll probably use all gimballed frags, give the mediums Overcharged + one Corrossive Shell and one Drag Munitions, to prevent the enemy from running too much and because frags have terrible armor penetration (the FDL and Corvette both have 70 armor hardness, while large frags only have 45 armor piercing). For the large I'd probably use High Cap + Screening Shell for high DPS with fewer reloads.
Keep in mind that point blank range means just that. Regular Frags have terrible spread and are very ineffective beyond 200m or so.
With the lightweight frag build that I posted on the first page I have no such issue. Nothing gets away from me and I can outmaneuver anything, even fighters, though I usually ignore them. I can effectivelly stick on enemies tails not allowing them to shake me off, face towards me and fire their weapons. Its easy with PMK2, its one of the most maneuvarable ships. Fully engineered and with 4 pips to engines (this is how you fly a frag build) you are faster and more maneuvarable than any NPC in the game.
You should know that most NPCs will not boost when you are too close. I mean really close, 200m or less, then they try to shake you off differently, they try to get slower and let you pass. If youre prepared you probably can kill them faster before they realise that this doesn't work and try something else.
The exception to this are only FDL's and cobras. Those always try to boost off you right away. But here too, if you know that and youre prepared they should not be able to shake you off.
Note also that the lightweight frag build that I posted on first page, carries two gimbaled frags in the medium hardports. These are for debuffs only. One of them is applying drag munitions, the other corrosive debuff.
Drag munitions debuff is absolutely overpowered, it seriously cripples their engines effectivelly making them a sitting duck and you can reapply it again and again and keep them crippled at all times. Drag munitions debuff strips all their pips from engines capacitor. Meaning they become slow and much less maneuvarable and also their eng capacitor is not refilling, which means they can boost one or two times at most, and even then their boost is a fart with drag applied.
When I engage an FDL for example, I know as soon it gets hit it will boost. So the first thing I hit it with is drag debuff. They do boost, but it doesn't help them much. Im still faster even without boosting too.
Maybe try drag debuff, if you have problems staying close to the enemy.
Yea, will work but of course not as deadly as with pacifiers. Pacifiers are a lot more powerful than normal frags, due to their narrow cone which allows you to hit with all projectiles from about 500m away already. And due to the faster projectile speed. With normal frags you would need to be even closer to be effective.
But using normal frags is a good training for close range combat. With normal frags you MUST be extremely close. I learned close range combat with a vulture equipped with normal frags. Was really good training. I have learned a lot.
I would take fixed frags on the large hardpoints and gimbaled on the medium. Use medium gimbaled for debuffs and fixed large for damage.
Nevertheless, even with normal frags it will be very effective.
I would go fixed on large and gimbaled on outside medium pods.
large ones are the main damage dealers and +15% more damage is worth it.
With gimbaled normal frags you will be effectivelly taken out of action by chaffs. Chaffs will almost nullify the chance to hit them with more than a few framgents from normal frags with their wide cone. You will hate chaff spammers with gimballed only.
You don't really need gimbals with PMK2 flown with 4 pips to ENG. You are extremely maneuvarable and it is not difficult to aim fixed weapons with it. I use gimbals on outside medium hardpoints only so I can apply the debuffs any time at any angles. I use them only for applying debuffs, and for that it is not necessery to hit them with all projectiles. If even only one fragment hits, it applies the debuff. So gimballed frags are actually very effective at applying debuffs, even when the enemy is spamming chaffs, there is a very good chance that at least one fragment hits.
With frags you will have to synth, they eat ammo in no time.
Consider using High Cap Magazines engineering. It helps a lot at ammo economy but it also increases damage. You deal a little bit more damage with Double Shot (but not that much more), however you can kill much more enemies with the same amount of materials. Because you have double amount of ammo and, which is even more important, with high cap engineering also each synth makes double amount of ammo for same materials.