Engineers Please help me engineer a python.

Hi Engineers :)

I need some guidance and I don't have a huge amount of time in game with real life so any guidance on helping me spec a npc combat python to the below requirements would be most appreciated.

It must be:

- quick as possible to manoeuvre (ie turn in combat)

- have decent survivability. I use Shields.

- good firepower

Things that would be nice but not essential:

- fast line speed

- fsd range better

What upgrade paths would you guys recommend on this build with those specifications. Many thanks experts!
 
My Python ERC

Hull – Lightweight Alloy Bulkheads – modified level 5 heavy duty armour:- 600.2
Hull Reinforcement Package 1 – 4D modified level 5:- 428
Hull Reinforcement Package 2 – 3D modified level 5:- 281
Total hull 1309.2

FSD – Increased range level 5 max range 24 LY

Power plant 6A – stock (25.2 MW capacity 23.26 MW max draw)

Power distributor 7A – modified level 5 charge enhanced (+36 – 41%/-6.6% charge/capacity)

Thruster 6C – dirty drive tuning level 5 :– 316 – 412 m/s @ 4 pips

Shields – Bi-Weave 6C – modified thermal resist shields level 5 – 522 MJ

Shield booster 1-3 0A modified resistance augmented level 5

Weapons :- Pulse laser 1 class 2F/T turret: - focused weapon modifications L1
Pulse laser 1 class 2F/T turret: - focused weapon modifications L1
Pulse laser 3 class 3E/G gimballed: - efficient weapon modifications L3
Pulse laser 4 class 3E/G gimballed: - efficient weapon modifications L3 – thermal shock
Pulse laser 5 class 3E/G gimballed: - efficient weapon modifications L3 – thermal shock


Actual Effective Shield Capactiy vs
Thermal Kinetic Mixed
1261.691467 1139.589634 1197.536195

Edit
As I have a fair sized fleet of ships all the above are single roll mods so they're all fairly average apart from the PD which is superb so if you've got the mats there's more performance to be had.
 
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Also, you can sometimes get a bonus to power output for powerplants if you use the level 1 low-emissions powerplant mod. It costs 1 Iron, which is very easy to get, per roll, so you can just reroll until you get a result which gives you up to 20% better heat efficiency, and a bonus to power output via secondary effects. Especially nice if you're running a ship which otherwise has high heat generation.
 
Start with Fraseer.

- Level 5 increase FSD Range. Start with that.
- Level 5 Dirty Drive tuning from palin. if you don't have the time to get that, Level 3 Dirty Drive Tuning from fraseer will do - and will suffice Pve.
- Charge Enhanced Powerdistributor. Python distributor is good, so this isn#t a top priority
- Class 6 shield, Bi-weave if you plan on extended combat, with thermal resistant mod.
- at least two resistant augmented boosters.
- class 6 scb.
- no need for bulkheads or HRP.
- two or three pulses, two or thre MC (large).

with L3 dirty drive tuning your python will be as fast as an unmodified FDL.

the class 6 scb with added resistances via shield mod and booster mods makes it undestructible pve.

enjoy!
 
FSD range comes first just because it makes all the travelling you need to do for Engineers easier.

Next, shields and boosters. Ceejay has it right. 6C bi weaves with thermal resistance mod, and 3 resistance-augmented shield boosters. You could go with 2 resistance-augmented boosters and one Heavy Duty if you get really good rolls on the resistance ones.

In PvE, this will make your ship very tough.

You'll need a bit of an overcharge on your Power Plant to support the increased power draw. Level 1 or 2 will probably be enough.

The charge-enhanced power distributor mod will make your ship fire longer and boost longer. It really helps make the ship powerful.

Weapons-wise, it's more up to you. In PvE thermal shock isn't useful. I'd go with corrosive shell on some small multi-cannon turrets, to ensure it's always in effect. After that, do what you like.

Dirty drive tuning helps speed and maneuvering, too.

The Python really blooms when engineered. It's worth the effort.
 
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For my Python, I use a 6A PP, Overcharged to 33mw, which is complete overkill to be honest, as i only use about 28mw. Lol

Then a 48.9% FSD range boost, which gives my combat Python a range of 25ly unladen(exploration is 35ly!).
Dirty drives 3, which makes the Python handle excellent, and has a top boost speed of 410m/s.
Then I have 2x OA Shield Boosters, with heavy duty mods, but only lvl 1 (for now)

Combined with stock a 6A shield generator, and 6A SCB (+a heat sink).
And a single point defence.
No extra armour. (For now)

Result? Virtually invincible. :D

Weapons can be whatever you prefer.
 
I have taken Clean Drives rather than Dirty, as I am heavy on the Beam Lasers, and wanted to save the heat.

Currently with Heavy Shields and 3 Heavy SBs, but it takes FOREVER to recharge, so am about to swap to a Fast Recharge Resistance build instead.
It will compromise my Science Role as I really only have room for 2 SBs (the Resistant build really needs 3), but it will be a fun experiment. I am full of Data and Mats anyway so have to blow some of it on something.
 
Hi,
My Python isn't optimized for combat; it's an armed transport but she has never failed to eat any unlucky pirate that tangles with her.

I kept the size 6 slot for cargo. Put in a size 5 shield, A rated and went to Lei Cheung to grade 5 Thermal resistant. This is way cheaper than the size 6 shield, and it gives the ship a big power surplus. A biweave size 6 has a comparable strength to a 5A on a Python.

Because of the power surplus, we could downgrade the Power Plant one size to 6A, save 20 tons weight, another 20 tons of credits, and just go the Low Emissions route with iron for a good grade 1 roll.

On the utility slots, 3 shield boosters and a Point Defense. I used A rated boosters with full Resistance mods to get both strength and resist up. You will need Imperial Shielding components from High Grade Emissions USS in Empire territory.

With this shielding, my hull hasn't been touched yet. So no heavy armor is needed to slow her down. I went for grade 5 heavy duty mods on the straight lightweight hull it came with, saved another pile of weight. I would say this is the last mod you need to get. Put on a SCB to reinforce shields, and you are good.

To get mobile, you need the FSD and Engine mods from Felicity. Getting all the way to Palin for grade 5 Dirty drives can be a long term goal if you like to fight. Grade 3 is Ok for general use from the get go. I unlocked Palin eventually, and added the grade 5 drives for best performance on my ship. These are the BEST mods for a Python IMHO, and you get them from the first engineer.

Weapons:
The secret to the success of my combat with this Python is here. I have 3 cannons on the front class 3 mounts, with Long Range mods, and high explosive shell specials. They drain nearly zero power and make nearly zero heat. So I run with a stock Power Distributor. In fact, I could undersize it and get away. Getting these guns locked onto a Power Plant is often one shot instant death for the enemy, once the shields are down.

The trick to getting the guns on target is this: I put mine launchers on the size 2 mounts. They have low level High Capacity mods, which doesn't matter. That's just to get the specials: one kills engines, and the other kills shields. The mines are my secret weapon. They utterly cripple enemies. Then I just turn round and fire at them with the cannons.

To fight in a RES, I just pip an enemy with one cannon, run off while reinforcing shields, and drop 2 mine salvoes. Pretty soon, it's a shieldless sitting duck.

With this setup, you cannot take down shields easily in a dogfight. Replace the cannons with Beams or Pulse lasers if you like, or mix it to suit your preference. If you don't like mines, consider Frag Cannon Turrets with drag shells to slow your foes. They work well for knife fights. Or, build a missile boat with a couple anti ship torpedoes for a powerful Assassin build.
 
Good posts here, thanks all. I would suggest this order of preference.

1. FSD lvl 5
2. 6C Bi-wave to survive
3. dirty drive lvl 3
5. MC overcharged.
6. Lasers - focus
6. Charge enhance PD - booooost

Lost few Pythons full of hard to get stuff, before I made this on my Python - lessons learned.
Now my Python is called "Corrosion One" :p
 
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Guys thank you very much for the replies here. Awesome community help.

This very useful indeed and some nice contrasting ideas.

So in essence the dirty drive tuning seems a must have if I want a decent quick manoeuvre python. This has the benefit of making me faster at same time. BUT makes for a hot runner right?

I think what I'll do is get that dirty drive 5 first and unlock bloody Palin somehow lol. Better get some mod terminals saved up haha. The stock python is terrible turning circle wise. I take I'll notice a decent difference in this if I get a good roll on DD5.

I had the good fortune of noticing that I already had a range 4 felicity effort on the fsd from my Asp. My current unladen is 28ly it's probably not the best roll but it will do.

The weapons are interesting especially the cannon and mines idea. I might some thought into those rather than for the easy beam or pulse route.only drawback is ammo but hey that's what surface mining is for.

I'm overwhelmed with the help here thanks again everyone you are all top folks! :)
 
I've unlocked Palin, but I've yet to rank up to grade 5.

I simply can not be bothered to fly there right now.
My Python uses DD3 from the Farseer.

That puts my handling and speed above a stock FDL. :)

As for heat, the setup I listed runs at about 40-50% away from a star, without firing.
Even NPC thermal attacks don't make me spike to 100% yet.

And that's with an overkill grade 3 overcharged powerplant. Lol

I can scoop fuel at maximum for quite a while with an A5 scoop before needing to back off. Usually until half a tank.
 
All decent suggestions for modules.

For weapons, my 'Monty, of Course' has:-

3G Beam, L2 short-range blaster w/ Thermal Shock

two 3G Bursts, Overcharged L3 w/ Thermal Shock

two 2G Multis, currently L3/4 but soon (hopefully) both L5 overcharged w/ Thermal Shock

Yes, I'm exploiting the heat meta. Deal with it!
 
IMHO, in order of priority:

Grade 5 FSD- helps to gather mats and get to Palin quicker.
Grade 5 DD Thrusters- Personally, I've no time for a ship that doesn't handle (yeah, I'm pretty bad). And if you need to run.
Grade 5 Overcharged Shields. Bi-weave if CZing etc. A class if mission running.

There, all set for PVE.

Grade 5 Charge enhanced PD, I can almost infinitely boost with 4 pips to Eng.
Hull-wise, stick with Lightwieght alloys as I find the Python sensitive to weight gain. You can mod these with no mass penalty.

I've had no probs with heat, but only run 2 large burst lasers and 3 (one large and two medium)MC's...
(Thinking of swapping round a Burst for a MC)

Pre-engineers, the Python was meh... Now, It's the ship I spend most time in, and had a lot of fun with it doing the stuff I would'nt normally have done, to open up the engineers.
 
I was interdicted in my Python today by a deadly-ranked Anaconda. I managed to capture it on video. As you can see, my piloting skills are less than stellar, but the Python does it's job well, and my shields hold up to the fireworks just fine.

[video=youtube_share;Ra9inT_R4M0]https://youtu.be/Ra9inT_R4M0[/video]
 
Hi Engineers :)

I need some guidance and I don't have a huge amount of time in game with real life so any guidance on helping me spec a npc combat python to the below requirements would be most appreciated.

My Python is my main ship and it does everything I need it to do aside from exploration which is why I keep my Asp for that role. I'll go over some of the mods I've used for each of the issues you brought up.

- quick as possible to manoeuvre (ie turn in combat)
- fast line speed

If you don't have that much time and are new to Engineers, I'd just stick with a Grade 3 dirty drive modification from Farseer. I have a few weight-saving options (undersized 6A PP and grade D sensors) and I have gotten my Python's boost speed to 400 with just a Grade 3 tune back before the blueprints were upgraded with 2.1.05. Now it should be fairly easy to get 400 boost out of a Python with a Grade 3 tune even if you don't use any weight-saving features as the blueprint ranges are even better now. I would use Farseer for this as it is easy to unlock and level your rank with her and you will probably find you don't need more than a Grade 3 tune for most combat vs. NPCs.

- have decent survivability. I use Shields.

I would recommend a Grade 4-5 thermal shield mod with possibly some additional thermal mods on a few shield boosters. The nice thing about thermal shield mods is that they are very effective against NPCs (who generally use energy weapons against shields), they don't add any additional weight or power draw and the drawback of kinetic vulnerability is rarely an issue. Some players have found a more optimal "balance" between thermal mods and heavy duty shield booster mods but for most NPC combat a thermal shield mod plus 1-2 thermal shield boosters is excellent value as it doesn't "cost" any weight or power draw to dramatically improve your shield survivability.

- good firepower

Class 3 multicannons with Grade 5 overcharged modifications is what gives my Python most of its firepower. I use a combination of 2 X Incendiary rounds and 1 X Corrosive rounds and I absolutely wreck most medium and large ships. I also carry a pair of unmodified Class 2 beam laser turrets which are useful to upkeep damage on annoying fighters that I can only keep in front of me for a short period of time although I am considering replacing those with other options. I really don't know of anything other than the Class 3 multi that gives you a better dps in your large hardpoints and with the experimental rounds you can get quite a bit of versatility out of the multicannons. Some players have tried combining a Class 3 beam laser with two Class 3 multicannons but really with the incendiary mods you won't have any trouble taking shields down with multis and beam lasers will drain your capacitor quickly so I just go with a full multi loadout in my large hardpoints.

- fsd range better

This is simple, just roll a few times on the Grade 5 FSD mod until you get a roll you are happy with, you can level Farseer to Grade 5 fairly easy (especially if you are getting her to put Grade 3 dirty drive mods on your ships).
 
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Thanks for the video and further points here chaps.

I've decided that the quest to unlock Palin via Marco quest etc al is too steep let alone then work him to 5 on DD. So I'm going for the level 3 option as advised. The extra percent gained by getting level 5 with Palin is nice but not for all that drudgery really.

Might type get a better level to fsd roll. Got 28 ly out of my current level 4 roll which is pretty good.

Went with multicannons but I am going try cannons at some point as they sound fun. Used to love em in the beta way back. I'm also partial to missiles since the update so those can go in the medium slots.

Shields are easy got level 5 with cheung already and I might work up didi vaterman to get the extra levels on shield boosters.
 
I'm only starting out myself but I can say that your FSD upgrade is a must to start. It makes the rest of the work much easier.

Ive a question for everyone here. Right now my Python has 6A prysmatic shields. Something that took my a long time with crappy power play to get and I'm quite proud of. They add a lot of weight and power consumption however the power I can afford. However my Python a bit of a fatty now with that and the military armor.

I was thinking just tanking them with reinforced mods and heavy boosters however a lot of people here seem to advise gong the bi-weave with thermal resistant mod.

Am I crazy hanging on to my beloved prismatics or is there an argument to raw MJ's in my shields. I only PvE and like to bounty hunt.
 
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If you can drive a spreadsheet make a copy of Frenotx's shield calculator, punch in the figures for shield and boosters and compare the results.

https://forums.frontier.co.uk/showthread.php/286097-Shield-Booster-Mod-Calculator?highlight=Frenotx

For prismatics + 4 x resist aug something like this

Effective Shield Capactiy vs
Thermal Kinetic Mixed
2083.743252 1898.316482 1986.712618

For prismatics + 4 x heavy something like this

Effective Shield Capactiy vs
Thermal Kinetic Mixed
2533.333333 2026.666667 2251.851852

For bi-weaves + 3 x resist aug something like this

Effective Shield Capactiy vs
Thermal Kinetic Mixed
1261.691467 1139.589634 1197.536195
 
I'm only starting out myself but I can say that your FSD upgrade is a must to start. It makes the rest of the work much easier.

Ive a question for everyone here. Right now my Python has 6A prysmatic shields. Something that took my a long time with crappy power play to get and I'm quite proud of. They add a lot of weight and power consumption however the power I can afford. However my Python a bit of a fatty now with that and the military armor.

I was thinking just tanking them with reinforced mods and heavy boosters however a lot of people here seem to advise gong the bi-weave with thermal resistant mod.

Am I crazy hanging on to my beloved prismatics or is there an argument to raw MJ's in my shields. I only PvE and like to bounty hunt.

I don't have prismatic shields(just plain old 6A), but I did try Military Armour for a while.

I then found out that my shields very very very rarely drop, and basic hull is enough to escape with.
(Being rammed can be an issue though!)

So it's not worth the cost, weight, and loss of agility to bother with military armour.

As far as I'm aware, military armour has not prevented my destruction 8 times, which means, it's not going to pay itself off anytime soon.
(Military armour costs 50mil, rebuy is 6mil. I can die 8ish times, and still be better off!)

Just a bit of maths there. Lol
 
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