@@Azurie-e9s I would suggest a high-capacity corrosive multicannon over a longrange one, as you should always be staying within very close range to apply pacifier damage anyways. Corrosive is more vital with incendiary pacifiers than with screening as screening kinetic damage is decent, but it's definitely still an option.
Watched this a few times now. Inspired and learned a few things. It looks like you are able to target shields with the mines which i didn’t know was possible. What led you to select mines as a weapon? Also could you post a link to your build? Thanks.
Thank you for your comment! I chose mines because that was the only way I was going to get through the big shields of the vast majority of pvp ships. Phasing lasers was technically a possibility, but considering the tiny distributor of the sidewinder alongside the fact that I would be permanently resolved on the enemy's sensors while shooting them even in silent running meant that it wouldn't be worth it and get me killed much faster. Also killing someone with two small phasing lasers would take a billion years. Here is the link to the build, you could also choose an overcharged gimbaled cannon with high yield instead of a railgun, but you would then need to be oriented properly and in close proximity to deal module damage to the enemy ship: edsy.org/s/v9wzS1M
I've not pvp'd yet I play with a controller I find it difficult to master FA off. Having said that I think its great there is another ship to take on the FDL meta. It's kind of boring watching FDL go up against another FDL for such a long time. Also nice to have another combat ship for PVE and mission running
I’m a 2016 vet, and used to PvP regularly until a couple of years ago, sadly elite pvp went through a dark period, where cheaters using both trainers and exploits to just wreck pvp ..I was never ever such a good pilot as this Cmdr , his non toxic attitude is very refreshing..I retired myself out in the black away from it all and moved over to PG’s to chill…but I do miss the thrill …nice video and a great use for the Mk11…mines been sat in my carrier wondering what to do with it…thanks for pointing the way 🫡
I'm so happy to know that my video was valuable for you! I hope that you can find how the new ships that FDev are giving us can enhance your experience with Elite like the Python 2 has enhanced mine.
I really hate the Python mk2, it looks ok but it sounds like a whale with asthma and it crumples like tissue paper. It’s absolutely crap in combat and doesn’t do anything else well.
@@garethde-witt6433 I'm sorry that you have that experience with it. I feel like in my video I proved it to be at least a good performer in combat. What makes you think it is crap in combat?
I'm sorry that's all you got out of the video. I value competition and believe it can be done healthily without a toxic ego, and that's why I participate in AXI speedrunning for example. I hope that you might be able to find some of the other commentary valuable. Thank you!
@@jasontipton8430 yeah I put forwards and backwards on the twist axis, up and down on the y axis and left and right on the x axis, then rotation on the mouse with roll either being on mouse thumb buttons or maybe even foot pedals
Fortunately this game has been out for a long time, so we have plenty of time to do whatever we like even if we do it a little bit at a time. Don't be afraid of the community! It can be toxic sometimes but you can find people that are a joy to interact with. If part of that interaction includes pvp, then that's a great place to start without fear.
Hasn't PVP been over in this game for about 6 years now? I didn't know it had a community anymore.... EDIT: in light of the new ship releases and the changes to mat grinding things have came back to life at least for 3 months
Very nice video! Been enjoying it with fixed frags while unlocking paci's. Sorry if these are self evident questions, but would be awesome if you could help me understand: - is guardian module reinforcement not worth it vs Hull reinforcements? - would it be an option to drop hr for extra speed since shield tanking? - why G2 sensors and not G5? - are long range sensors much better than light weight?
Thanks for your comment! To answer your questions: 1. You do not have enough hull for a module reinforcement to matter; you will die instantly in either case and less hull means dying faster. You do not have enough power for GSRPs. 2. You could drop an hrp but you will get barely a m/s and it's not really worth it since they are so small anyways so might as well have the hull. 3. G5 longrange is more than you need and starts to weigh you down. Lightweight sensors lose integrity and can burn out easier, and are only worth it if you use an A rated at g3 or g4 just for speed, but again the Py2on doesn't have the power for this. Thanks!
@@bartmusch8767 In organic wingfights it is important to be able to wake out when on low health, but not wake out so early that you leave your team down a member too soon. Other options could be increased range or fast boot, but power draw and weight are factors as well. For organic pvp, shielded is pretty common.
@@Vuldriel i see, then I might stick with increased until all the rest is engineered fully. For shield boosters, do you choose super capacitators over thermo block also for the thermal and resistance augmented one? Or only for the 4 HD?
Seems an odd choice to pick lightweight instead of something higher tiered. The speed loss is negligable and the amount of armour gained is substantial. But I guess you run it as a shield tank anyway
In the current meta, lightweight armour is still a popular choice in many instances, with mirrored hull with lightweight engineering being slightly favored. Speed, even a few m/s, is significant at higher levels of play. The Python 2's relatively weaker lateral and vertical thrusters in boost compared to the FDL means that it needs even more speed to keep up translationally. The Python 2 also has even weaker hull than the FDL, making the benefits of additional armour even less relevant. It is for these reasons that lightweight was chosen. If you have any more questions feel free to add a comment, thanks!
I have the python mk11 engineered version, its great but its absolutely drinking fuel especially when using hyperspace. It won't allow me upgrade the Fuel tank either, so is there anything that can be done to make the fuel last much longer, I'm sick of having to fuel scoop so much.
The python 2 only has a size 4 fuel tank by default. You can buy an extra fuel tank for an optional slot. Maybe a size 3 or 4 could work depending on how much you care about fuel. What are you building the ship for?
@Vuldriel Oh I didn't know you could add another fuel tank. I just want to be able to travel longer distances in it like in my diamond back explorer and Asp without having to fuel scoop at every sun:). It seems that it uses easily a full quater of fuel when ever I use hyperspace.
@Vuldriel Mainly exploring other solar systems long distance, discovery and trade. At the moment I'm like the Uber taxi of trade in the galaxies lol. But I always wanted a nice big but agile and fast ship to do it in. I play in VR you see, so when doing long jaunts it would be nice to sit in a nice big spacious ship. I believe the Krait is good for this but I doubt I'll ever make enough credits to buy one. Hence I jumped at the chance of buying the python mk11:)
@@maydaygoingdown5602 While the Python Mk. 2 can have a decent jumprange, it has a pretty suboptimal slot layout for having a fuel scoop, cargo, fsd booster and the other optionals that a ship that fulfills that role would require. The Python Mk. 2 is primarily a combat ship, so the Krait Phantom is the ship I would recommend to you. Making money isn't that challenging in the game; you can just do some exobiology or road to riches exploration and make credits quickly. Credits are the easiest form of progression in this game and I totally believe you can make enough for a phantom. edsy.org/s/vmIz6yw That is a build I would suggest for the type of gameplay you are interested in. For credits here are a few videos that you can try out: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-PMbjYQcdu0A.htmlsi=m-ykvgOyNBd-lXiF ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bx04TGoV71A.htmlsi=-ZO45-a2U-7nj9hP You can always add my in game or on Discord if you want some help or additional advice. Discord: vuldrielzastek In-game: Vuldriel Zastek
when i 1st took out my python it shut down as it said it didnt have enough power. As anyone had this issue and how did ya resolve it. I had to turn my cargo scoop off to fix mine. Same for the Tyoe 6 starter that cant handle the hardpoints either.
I recommend recreating your ship on coriolis or edsy, then using power priorities to manage what turns on and off as you deploy hardpoints. If you can't figure it out, feel free to send me a coriolis or edsy link of what your ship is like at the moment.
Excellent vid. PMKII is very good, but I really don't see her as a meta changer, because what she does is actually confirming that you need: big shield, big boost, big agility, to become a metaship... so it confirms the FDL-model,. I would see a change the day we have a Hulltank that becomes a meta-ship. I don't expect any special or original builds either here. Pacis will definitely be used, and that is good, but not much else, and in the end PA/Rails will be the meta too, like they are on the Krait which is yet a great Paci vessel. That will only change the day devs realize they need to remove the Efficient Experimental from PAs to restore the trade-off PAs were supposed to be, and really balance the meta.
I think that fundamentally the meta isn't in a horrible spot. Shield tanking takes a lot more skill than hull tanking since with hull you can basically ignore your power priorities and not worry about pipchecks. Big boost and big agility are both good things and lend to the highest skill cap for the game. Using plasma accelerators also has a much higher skill cap than a different weapon such as gimbaled multicannons, and so I don't see a problem with those weapons either. I think that fdev actually made a good call here with the Python Mk. 2. Changing the meta drastically just for the sake of changing has a good chance of lowering the skill cap and making pvp a less-fun experience. This ship changes the meta in small but significant ways, giving a medium ship that uses pacifiers and a slightly different boost timing allows it to lean in to self-peeling in a wingfight and even raising the skill cap somewhat with two slightly different flight models being viable. Hull tanking is plenty fun, as you can see in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-82OHdtlT5Y8.htmlsi=1C33WrXza3YHmcpi However, for a hulltank to be meta without serious fundamental changes to how hulltanking works would significantly lower the skill cap, and I wouldn't prefer it.
Rapid fire runs into problems with both ammo and also the shot spread becoming too dispersed to apply damage well to mediums. However if you want to deal max dps to a bigship, rapid fire screening pacifiers are incredibly strong. Mix it with a couple feedback rails and you can shred a bigship's shields incredibly quickly.
@Vuldriel So OC/incen is more about the dmg/shot rather than maximum DPS. Pvp time on target is way shorter than pve so more damage per trigger pull would be better. Thanks for explaining. Is been a long time lol.
Yeah that was before the edsy website was updated for the Python 2 so I just put the modules on an anaconda in coriolis. I'll update the link now that edsy updated.
The vulture flies decently but it lacks in a few important ways other than the power plant. There are some builds for the vulture that you can make work in some ways for pvp if you are interested: s.orbis.zone/n_pc
I dont have that ship yet, but this with one more rail is what i am starting with when i get it. doubleshoot for the bigger ships. Anaconda goes 550 now. unholy cheeseberries!
Discord servers like the Dojo and Wyrd Wednesday are a great place to get started! I am thinking of making a RU-vid series that covers the basics of getting into pvp.
Sorry meant to reply earlier, but thanks for the advice and I have just joined both those servers! I am currently just hopping around some high traffic systems seeing if i could practice on anyone. A PvP series would be great! Again thanks for the reply!
It can possibly be an option in some cases. You get a couple m/s, less power draw and about 400mj more theoretically, but you only have 2673.6mj upfront with 6 boosters and a gsrp and leave yourself vulnerable to almost half of your healthpool being able to be canceled with feedback. In 1v1s where you are certain you will not get feedback cascade it might be viable, but in a wingfight you will very likely get that shield canceled and die quickly. It also generates a large amount of heat which has a good chance of cooking your ship unless you use a heatsink, but if you use a heatsink you end up with less potential shield than if you had just gone with size 6 prismo. In a wingfight where you will be taking a lot of damage from multiple ships, you will almost certainly cook your ship from having to bank again before you've cooled down.
Can I ask why you run incendiary for pvp? Surely if people have balanced resists then it's better to run something like screening shell for faster reloads, or oversized for better damage?
The vast majority of pvp ships are shield tanks, and use prismatic shields such as the one I have in the video for the highest possible amount of hitpoints. For such a shield setup, thermal is the lowest resist at around 30%. Kinetic typically has around 50% resists and explosive 60%. Therefore incendiary rounds are hitting into the weakest resist profile of the pvp ships you are going to encounter in the game. Thank you for the question!