Python for mission

Hi all,
I know it's a question done many times, but now we have the new 2.1 missions system and enemy AI.

After months on an ASP Explorer, many outside the bubble, I've decided to change ship (I always have only one ship) to a Python and stay in the human space doing missions, exploring plantary surfaces and signal sources, and reading GalNet and newspapers to find something interesting to do. In short: living (or surviving).

I'd like some help with the build. This is where I am now:
http://coriolis.io/outfit/python/06A6A5A4D7A6D5C1e1e1e2828020404040505054a376gC0v62f.Iw18eQ

Keep in mind I don't want to do a lot of combats, only when needed (being interdicted/find enemies in signal sources) or when I pick a mission where I have to kill someone.

I need a multipurpose ship with enough cargo do take many high-payout courier/smuggling missions, enough attack power to take down some targets and able to defend itself when needed (or run away).
As I said, I'd like a ship with I can cover most of the things someone can do in the bubble (outside mining, that is too time consuming to me)

Since there are the engineers now, I was thinking about improving Thrusters and FSD Drive.
 
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Mine is cheaper, tougher and carries more than yours

Mission Python

I used mostly B-rated internals because they're less likely to malfunction when damaged. Turrets because the Python's turning circle is measured in AUs. I was interdicted by an elite Vulture last night and destroyed it without losing a ring of shield. (FAOFF, fly backwards)
 
For running away the heat sink launcher won't help, but you are missing a point defense (needed, some NPCs spam missiles) and a chaff laucher.

Turrets on the medium slots are good against more agile ships, I use burst lasers because they won't run out of ammo and hull damage is ok too. If you want a MC use a size 3 one under the nose, if it runs out of ammo you still have enough for defense.

If you can afford military bulkheads then get them, gives more time for running away when shields are down.
 
Mine is cheaper, tougher and carries more than yours

Mission Python

I used mostly B-rated internals because they're less likely to malfunction when damaged. Turrets because the Python's turning circle is measured in AUs. I was interdicted by an elite Vulture last night and destroyed it without losing a ring of shield. (FAOFF, fly backwards)


You have a lesser FSD jump range though, it's important to me to stay as close as I can to 20Ly, because you can avoid interdictions doing less jumps.
Maybe I could remove the collector limpets and get more cargo, but I think 192 is enough for missions and limpets are useful when you find a signal source with many canisters and materials.

I like the three turrets on the large hardpoints and the two beam laser gimballed on medium,I think I'll try that config.

For running away the heat sink launcher won't help, but you are missing a point defense (needed, some NPCs spam missiles) and a chaff laucher.

Turrets on the medium slots are good against more agile ships, I use burst lasers because they won't run out of ammo and hull damage is ok too. If you want a MC use a size 3 one under the nose, if it runs out of ammo you still have enough for defense.

If you can afford military bulkheads then get them, gives more time for running away when shields are down.

Heat Sink Launcher is needed for silent running, since I do smuggling missions.
Are point defense, chauff launcers and electronic countermeasuers really necessary? In the ASP never needed them, and I have done many Robigo missions... the ASP is fast enough to escape then the Python though.
 
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Looking good, maybe think about boosting your defense a bit more, that way you'll have a bit more room deciding whether to stay and fight or run. 6A shields, also pdc/chaff seems to be a very good idea in 2.1. Here's my (somewhat light combat oriented) build - note new modules not in coriolis as of yet http://coriolis.io/outfit/python/26...4f05052d2d0358v62f.Iw18eQ==.Aw18eQ==?bn=brick Turrets to keep small guys under fire while aligning, but also a PA for bigger fish. HRP's are not necessary on a mission build and make an already sluggish beast even more slow (just got back from a combat spree, going to change to collector limpets/cargo rack for pure mission running convenience). As for beefed up modules i'd agree that buffing your thrusters is a good way to go to make you more combat worthy. Not sure the FSD can be boosted to make much of a difference and watch out for neg. temperature gain, 2.1 seems to have nerfed the heat generation of a python a bit (might be just me seeing/feeling things) but it's still rather easy to get into red (PA, scb firing).

I have to admit i'm just slowly getting up to where i left off with my python before 2.1 a lot of engagements are now decided by my turrests while i FA align on ships that have juuust been there a second ago. Just make sure you ease yourself into combat, high wake when in doubt you can take stuff on and remember a python is an allrounder first and fighter.. well.. 4th? :D
 
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Looking good, maybe think about boosting your defense a bit more, that way you'll have a bit more room deciding whether to stay and fight or run. 6A shields, also pdc/chaff seems to be a very good idea in 2.1. Here's my (somewhat light combat oriented) build - note new modules not in coriolis as of yet http://coriolis.io/outfit/python/26...4f05052d2d0358v62f.Iw18eQ==.Aw18eQ==?bn=brick Turrets to keep small guys under fire while aligning, but also a PA for bigger fish. HRP's are not necessary on a mission build and make an already sluggish beast even more slow (just got back from a combat spree, going to change to collector limpets/cargo rack for pure mission running convenience). As for beefed up modules i'd agree that buffing your thrusters is a good way to go to make you more combat worthy. Not sure the FSD can be boosted to make much of a difference and watch out for neg. temperature gain, 2.1 seems to have nerfed the heat generation of a python a bit (might be just me seeing/feeling things) but it's still rather easy to get into red (PA, scb firing).

I have to admit i'm just slowly getting up to where i left off with my python before 2.1 a lot of engagements are now decided by my turrests while i FA align on ships that have juuust been there a second ago. Just make sure you ease yourself into combat, high wake when in doubt you can take stuff on and remember a python is an allrounder first and fighter.. well.. 4th? :D

Thanks

About boosting defense, 5A Shield + 3x A Shield Booster isn't enough?
installing a 6A shield, and so have less cargo, removing 1 or 2 shield booster is a better solution?

I'd like to avoid shield cell banks since they need to be manually activated, and in combat I'm busy flying and shooting, I'm not really good with multitasking :D

Also, when become useful a Point Defence?
 
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if everybody does it so do i:

http://coriolis.io/outfit/python/26...0404B105052d2df458v62f.Iw18eQ==.Aw18eQ==?bn=p

your setup looks good. i recently had a good time with a beam/cannon mix. beam-turret under the nose to encounter small/agile crafts and to melt the shields from the heavier guys. when shields drop salvos from 4 cannons are devastating.

the shields+SCBs were enough to run in a chain interdiction of an elite-conda spamming dumb-fire-missiles. damn bounty hunters ;)
 
if everybody does it so do i:

http://coriolis.io/outfit/python/26...0404B105052d2df458v62f.Iw18eQ==.Aw18eQ==?bn=p

your setup looks good. i recently had a good time with a beam/cannon mix. beam-turret under the nose to encounter small/agile crafts and to melt the shields from the heavier guys. when shields drop salvos from 4 cannons are devastating.

the shields+SCBs were enough to run in a chain interdiction of an elite-conda spamming dumb-fire-missiles. damn bounty hunters ;)

Interesting... and a single turret beam laser is enough to take down the enemy shields faster then yours?
I'm intrigued by the four cannons :D
 
Thanks

About boosting defense, 5A Shield + 3x A Shield Booster isn't enough?
installing a 6A shield, and so have less cargo, removing 1 or 2 shield booster is a better solution?

I'd like to avoid shield cell banks since they need to be manually activated, and in combat I'm busy flying and shooting, I'm not really good with multitasking :D

Also, when become useful a Point Defence?

You can put the scb on a hotkey (i put mine on shift) so you dont have to assign it to a fire button. Your combination of 3SB and 5A shield nets you more shield overall by sacrificing utility slots. Chaff/pdc makes you harder to hit and therefore your shield (in combo with a scb) should be up as long as with your combination (yeah, a bit situation/skill depended) even though lower on initial shield strength. The PDC is useful against missiles and mines and quite surprisingly, against skimmers and their kind (found that out by mistake while driving/fighting in the SRV with the python parked close by). As for cargo-space in exchange for other things - i rarely do pure trading in the python and so far i felt i always had enough cargo space for missions so to be honest you could play around with those slots a bit. I your case you could maybe loose the interdictor in favor of more cargo racks and to make up for changing the 5A shield for a 6A. That's the beauty of the python i feel, lots of room to play around. Not sure there is the 'perfect' build, i think it's what benefits your playstyle most.
 
Hi all,
I know it's a question done many times, but now we have the new 2.1 missions system and enemy AI.

After months on an ASP Explorer, many outside the bubble, I've decided to change ship (I always have only one ship) to a Python and stay in the human space doing missions, exploring plantary surfaces and signal sources, and reading GalNet and newspapers to find something interesting to do. In short: living (or surviving).

I'd like some help with the build. This is where I am now:
http://coriolis.io/outfit/python/06A6A5A4D7A6D5C1e1e1e2828020404040505054a376gC0v62f.Iw18eQ

Keep in mind I don't want to do a lot of combats, only when needed (being interdicted/find enemies in signal sources) or when I pick a mission where I have to kill someone.

I need a multipurpose ship with enough cargo do take many high-payout courier/smuggling missions, enough attack power to take down some targets and able to defend itself when needed (or run away).
As I said, I'd like a ship with I can cover most of the things someone can do in the bubble (outside mining, that is too time consuming to me)

Since there are the engineers now, I was thinking about improving Thrusters and FSD Drive.

In 2.1 the point defense and chaff launcher is a must, missiles and torpedos are pretty nasty now. And with the new AI, I recommend to use two large turreted beams, not gimballed pulse lasers. And one new C3 multicannon, which is available in 2.1
 
Heat Sink Launcher is needed for silent running, since I do smuggling missions.
Are point defense, chauff launcers and electronic countermeasuers really necessary? In the ASP never needed them, and I have done many Robigo missions... the ASP is fast enough to escape then the Python though.

You want a point defense, some of the NPSc are running missile boats and a swarm of missile hits does hurt now. In 2.0 you got away without, not anymore.
 
Interesting... and a single turret beam laser is enough to take down the enemy shields faster then yours?
I'm intrigued by the four cannons :D

it is over time.

  • with pips 3/1.5/1.5 to sys/eng/wep the beam fires continuously.
  • circle the enemy and keep him under your ship (turn downward)
  • keep your own shields up with combos of heatsink+SCB and you should be good (1 one 1).
  • don't attack vulture packs :)
  • i use a second fire group (1: beam/cannons 2:scanner/cannons) so when i switch the turret stops firing, saving capacitor energy
  • get the enemy in sight, if he's to quick try skimming (backward thrust, maybe with FAoff)
  • slam him with cannons. (the fun part)
 
I've never flown a Python before, but I'm starting to wonder if it might not be the best ship Re: the engineers for gathering materials for module upgrades. I was doing most of my gathering in an Asp up till now, but now that I'm seeing some of the upgrades require 'mined only' resources I'm thinking about buying the Python and setting it up for missions & mining. Any tips? I know nada about mining, but it looks like i'd best be learning.
 
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Thanks all for the answers.
Now, I came up with this
http://coriolis.io/outfit/python/06...f0505375i6gC0v62f.Iw18eQ==.Aw18eQ==?bn=Python

I've dropped all the shield boosters in favor of a 6A Shield + a 3A SCB, in order to put 2 point defence (on up and on down the ship) and a chaff launcher.
I lost 64T of gargo, but 128 should be enough for most missions

However, I could drop Collector limpet drones since they aren't very useful (they pick up illicit canisters too and occupy cargo space) and maybe the Fuel Scoop since doing missions in the bubble, I'm always near a station (and Robigo long smuggling missions are gone for good). What should I put instead of these two? 32T cargo in the class 5 slot, and in the 3A?

The hardpoints are work in progress right now, I need to test them on the field and I'm trying to stay under the MAX MW for a 6A power plant.

- - - - - Additional Content Posted / Auto Merge - - - - -

I've never flown a Python before, but I'm starting to wonder if it might not be the best ship Re: the engineers for gathering materials for module upgrades. I was doing most of my gathering in an Asp up till now, but now that I'm seeing some of the upgrades require 'mined only' resources I'm thinking about buying the Python and setting it up for missions & mining. Any tips? I know nada about mining, but it looks like i'd best be learning.

The one I've posted above has space for a Refinery instead of Fuel Scoop.
You could switch Cargo class 5 with Shield class 6 for 32T more and put at least one mining laser in a medium hardpoint.

The Prospector are missing though, maybe are useful for mining materials?
 
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@gaxel: i see you want to give my gun setup a try but it may not work!

since dropping armor and shield boosters you can't sustain so much damage. you made up for that with the big SCB.

if you can't use the SCB in time you're toast. be aware
 
I've never flown a Python before, but I'm starting to wonder if it might not be the best ship Re: the engineers for gathering materials for module upgrades. I was doing most of my gathering in an Asp up till now, but now that I'm seeing some of the upgrades require 'mined only' resources I'm thinking about buying the Python and setting it up for missions & mining. Any tips? I know nada about mining, but it looks like i'd best be learning.

I'd advice to stay clean and not participating in fighting until you get the hang of the python. You'll feel she's much slower and less 'nimble' as an asp. Also turrets and learning to align them properly should get some consideration/practice. She can be powerful but only in the right situation/with some knowledge how to handle her (don't want to come over as condescending - guess that goes for all ships, especially now with 2.1) As for mining, here's one of our past CG's guides, second part of the op is full of useful guides. There's also a lot of practical tips at the end of the thread. https://forums.frontier.co.uk/showthread.php?t=237576 Here's my mining python http://coriolis.io/outfit/python/27...4041vC0C0P4.Iw18eQ==.Aw18eQ==?bn=MiningPython Could switch the scb for more cargo and go with a smaller one.


edit: found one of my posts during during that mining cg's summing up some useful tips i got from helpful commanders, should still be valid - mining in a pristine ring (not res) with max yield/$ in mind
---
It's a bit to work through so i sum it up: Lock the planet (if available) and move towards it while mining. Less confusion about directions that way. Since you are mainly looking for the 3P's (painit, palladium and platinum) it makes sense to fill up to *90% of your hold with limpets. Don't use your prospector drones for prospecting first.
Poke (shoot with ML) the 'roid once and if it doesn't show a P, move on (there's a chance that you miss a P but it's negligible since the speed of this method should nearly negate the downside of occasionally missing a p).
If a p shows up (whatever % you deem appropriate, personally i start mining at 20%) use a prospector limpet. Try to go for the least spinning part (center axis) and preferably point down while using the lasers (your limpets will mostly have to scoop mats below you increasing the speed). Check the direction the chunks fly off and keep it in mind, there is a rule to the direction they take depending on spin direction and your angle of attack. Go for 50% depletion - pause/check your refinery at 50% and vent anything that's not welcome. Continue until depleted.
Even with only 4 collector drones it will take you another 10secs tops until you can move on.

*You can easily destroy unwanted mats even while your drones are out. Release the unwanted cargo while standing still and immediately thrust down for about 5sec (you will hear the telltale sound of a canister being destroyed). No need to worry about your drones since the canisters are a lot weaker and will get destroyed easily while your drones survive you crashing into them. You can also drop cargo for destruction while moving at speed on top of a 'roid - i found it a bit unreliable though.

The downside to this is that you can stay out there seemingly forever, resulting in the serious need to go out and catch some air :D 180drones lasted for 4hrs and i always came home with no cargo space left, 180ish tons of $. Mind, it took this long only if i got really unlucky with the rng, but it's nice to know that not your lack of limpets but a filled hold force you to return.
 
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Thanks all for the answers.
Now, I came up with this
http://coriolis.io/outfit/python/06...f0505375i6gC0v62f.Iw18eQ==.Aw18eQ==?bn=Python

I've dropped all the shield boosters in favor of a 6A Shield + a 3A SCB, in order to put 2 point defence (on up and on down the ship) and a chaff launcher.
I lost 64T of gargo, but 128 should be enough for most missions

However, I could drop Collector limpet drones since they aren't very useful (they pick up illicit canisters too and occupy cargo space) and maybe the Fuel Scoop since doing missions in the bubble, I'm always near a station (and Robigo long smuggling missions are gone for good). What should I put instead of these two? 32T cargo in the class 5 slot, and in the 3A?

The hardpoints are work in progress right now, I need to test them on the field and I'm trying to stay under the MAX MW for a 6A power plant.

- - - - - Additional Content Posted / Auto Merge - - - - -



The one I've posted above has space for a Refinery instead of Fuel Scoop.
You could switch Cargo class 5 with Shield class 6 for 32T more and put at least one mining laser in a medium hardpoint.

The Prospector are missing though, maybe are useful for mining materials?

Just thinking out loud here, top mounted turrets might help a bit more in the long run - i found aligning both at the same time easier than only one on the bottom, for a bit more defense consider mil grade bulkheads if valid, and yeah, definitely stay on top of your scb/shield/system pip management. Collector limpets are mostly a convenience thing for me tbh and debatable if really needed
 
Thanks all for the answers.
Now, I came up with this
http://coriolis.io/outfit/python/06...f0505375i6gC0v62f.Iw18eQ==.Aw18eQ==?bn=Python

I've dropped all the shield boosters in favor of a 6A Shield + a 3A SCB, in order to put 2 point defence (on up and on down the ship) and a chaff launcher.
I lost 64T of gargo, but 128 should be enough for most missions

However, I could drop Collector limpet drones since they aren't very useful (they pick up illicit canisters too and occupy cargo space) and maybe the Fuel Scoop since doing missions in the bubble, I'm always near a station (and Robigo long smuggling missions are gone for good). What should I put instead of these two? 32T cargo in the class 5 slot, and in the 3A?

The hardpoints are work in progress right now, I need to test them on the field and I'm trying to stay under the MAX MW for a 6A power plant.

Defensive outfit is good, as long as you won't interdict or attack elite fighters or wings > 2 with this. If something goes wrong you should be able to escape without getting destroyed.

You could target the stuff you want and then send a limpet, avoids collecting them all kind of crap one doesn't want. Also if they collected illicit cargo don't dump that with police arround, will result in an immediate fine for littering a littered crash site, tee hee.

You need to experiment with the weapon layout your self how effective you are with it against threats, that you should be able to handle.

I haven't used an interdictor much, all mission targets at some time jump out of SC into normal space, so that slot can be used otherwise.
 
@gaxel: i see you want to give my gun setup a try but it may not work!

since dropping armor and shield boosters you can't sustain so much damage. you made up for that with the big SCB.

if you can't use the SCB in time you're toast. be aware

Ah thanks
I'll test some other build maybe

As I wrote, I don't want to do a heavy combat build, only to be able to defende mayself or take down target missions.
 
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Just thinking out loud here, top mounted turrets might help a bit more in the long run - i found aligning both at the same time easier than only one on the bottom, for a bit more defense consider mil grade bulkheads if valid, and yeah, definitely stay on top of your scb/shield/system pip management. Collector limpets are mostly a convenience thing for me tbh and debatable if really needed

Defensive outfit is good, as long as you won't interdict or attack elite fighters or wings > 2 with this. If something goes wrong you should be able to escape without getting destroyed.

You could target the stuff you want and then send a limpet, avoids collecting them all kind of crap one doesn't want. Also if they collected illicit cargo don't dump that with police arround, will result in an immediate fine for littering a littered crash site, tee hee.

You need to experiment with the weapon layout your self how effective you are with it against threats, that you should be able to handle.

I haven't used an interdictor much, all mission targets at some time jump out of SC into normal space, so that slot can be used otherwise.

Thanks both.
Maybe I'll drop FSD Interdictor, as I've never used it before too and go for a Refinery, since there are plenty of mining missions and it's useful for materials.

The only drowback is that I need a mining laser and so one weapon is lost, but not doing heavy combat should be fine.

Something like this, maybe? Only thermal weapons so I don't have to bother about munitions.
http://coriolis.io/outfit/python/06A6A5A4D7A6D5C0o0v0v0t2l020303004f0505045i1vC0v62f.Iw18eQ==.CwBhCYytmTqrUQ==?bn=Python
 
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