Spent years coveting the Python only to get my little bottom handed to me in combat

I've always coveted the Python. It's seriously good looking, is multi-roll and is armed to the teeth. In my eyes there is no better ship to fly.

And this is how I've spent my time as I slowly earn enough credits to buy one while flying my A-rated Vulture. I've travelled the stars, mined asteroids, run missions, driven on the surface of planets, explored strange alien crash sites, bought and sold slaves and slowly but surely checked my bank account until I had enough to walk into the showroom, throw down the cash and walk out with a brand new ship that still has that lovely new ship smell and no crumbs and odd stains on the seats.

How cool is this I thought to myself as I had it resprayed in Midnight black and popped into the local galactic version of Halfords to pimp it up a bit with a wicked 12" sub and some fancy kit (3 x 3F/T Pulse & 2 x 2F/G MC).

The Python is multi-roll so lets try out some passenger missions for the first time I thought to myself. I popped in a 1st class cabin as that is how I roll, picked up a passenger who was pretty chilled and unfazed by combat and set off on my short 65Ly journey shake-down flight.

A few minutes later I was interdicted. Cool I thought, lets show this NPC pirate the power of a Python. I submitted, dropped out, targeted the Vulture and let rip with the awesome power of my almighty weapons platform.

A few more minutes later I limped my way to the nearest Starport with 10% hull and that god awful passenger hammering on the flight deck door screaming blue murder at me and threatening to jettison my escape capsule right there and then if I didn't "let him off this f*&king ship right now".

Think I've got some learning to do!

I see a lot of threads where CMDRs talk about "multi-role combat" ships. That's an oxymoron. A combat ship has no other role, or shouldn't have. I understand the need to equip a ship so as to be able to defend oneself but, combat is the one thing that is not "multi-role". A ship can be passenger/cargo hauler multi, exploring/mining multi, bounty hunting/combat (maybe) multi, etc. etc. but mixing combat and non-combat roles and trying to call it "multi-role" will just get a CMDRs ship shot out from under him/her.

You want combat? Fit your Python for combat first. Engineer for combat. A Lockheed C-130 Herc is an excellent multi-role airplane but when fitted out as a "Spooky" gunship it hauls no cargo or passengers, only crew and ammo and shoots the doo-doo out of anything it wants to.
 
I see a lot of threads where CMDRs talk about "multi-role combat" ships. That's an oxymoron. A combat ship has no other role, or shouldn't have. I understand the need to equip a ship so as to be able to defend oneself but, combat is the one thing that is not "multi-role". A ship can be passenger/cargo hauler multi, exploring/mining multi, bounty hunting/combat (maybe) multi, etc. etc. but mixing combat and non-combat roles and trying to call it "multi-role" will just get a CMDRs ship shot out from under him/her.

You want combat? Fit your Python for combat first. Engineer for combat. A Lockheed C-130 Herc is an excellent multi-role airplane but when fitted out as a "Spooky" gunship it hauls no cargo or passengers, only crew and ammo and shoots the doo-doo out of anything it wants to.

Indeed. When my Python is fitted for combat, the only non combat focussed thing I allow it is 32 tonnes of cargo because I think it hits a sweet spot for weight to movement so another HRP would be a hindrance and I'm already packing two size six SCBs. All that said, engineering is a must wherever possible.
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I see a lot of threads where CMDRs talk about "multi-role combat" ships. That's an oxymoron.

you a very right.

my python (for BGS manipulation mainly) is able to haul >200 T, and get some bounties in a high RES, but it is no combat python. but it is quickly changed into one with class 6 scb + heatsink.
 
you a very right.

my python (for BGS manipulation mainly) is able to haul >200 T, and get some bounties in a high RES, but it is no combat python. but it is quickly changed into one with class 6 scb + heatsink.
Yep. Mine is generally fit for combat but if I remove HRPs and SCBs I get 200 cargo. It's such an excellent multirole.
 
Currently running an A-rated Python with x3 class 3 multicannons (engineered lvl 1 overcharge, one has incendiary rounds), and x2 class 2 plasma accelerators (lvl 1 efficient weapons with plasma slugs). I'm tempted to change the underside class 3 for another plasma accelerator because they're so much fun in the Python; The heat/ distributor draw isn't too bad and I'm managing to hit most of my shots. And even when I miss the plasma slugs negate any ammo issues since the ship has a decent sized fuel tank.

The rest of my Python is mostly engineered to lvl1 with the drives being lvl3 clean. Even at lvl 1 engineered it does make a big difference in how it performs, and its not too hard to do at all, so I'd recommend it!

I can't wait for the new update when I'll be able to upgrade it further since they'll remove the commodity requirement for modifications
 
I got a Python fairly recently (a couple of months ago). she's s great ship, but needs thruster Engineering. Trust me, take all mods off your Python (so the NPC's aren't crazy hard) till you can grind you knuckles up to Palin's door-step. With Gr5 DD thrusters, she's more nimble than a stock FDL.
 
The Python needs a quick pips management to be flown successfully in combat which I begun to practise shortly. There is no single NPC out there that would be able to toast my Python. Only big wings who chaff me crazy make me run into trouble sometimes. But nethertheless it is impressive how long the Python can survive under heavy fire:

[video=youtube;3_38aNyUBOk]https://www.youtube.com/watch?v=3_38aNyUBOk[/video]
 
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I would suggest taking off 2 shield boosters and adding 1 chaff and 1 point defence. Missiles are a thing now and if shields drop NPCs will take out your modules with missiles. And using chaff means less shots will hit your ship.


I would use 1 large beam laser on the belly, and 4 multicannons on top. Its not the most efficient loadout, but sure is the coolest :)
 
The Python was the ego ship for the first six (live) months of this game.

So, I bought BonBon The Python.

And discovered that things had moved on.

It's been a disappointment for me. The Python is a trading ship, with big mounts. It is what the T7 should have been. As an explorer, I found it disappointing. I loved the cargeo capacity, the large mounts, and the ability to land at medium pads. It drives (for me) like an 18 wheel truck, made by a luxury car manufacturer. I could not see properly outside for combat. And, for a small ship guy like me, it's *hideously* expensive to operate. That's important, if you are an explorer, operating on thin margins, and the occasional CG. The mission boards don't pay out enough to justify one. Mining, for me, is just for materials, so an Asp or Cobra 4 does just as well.

In fact, the Python is very much like the Cobra 4. It's a multi-role ship, with large weapons mounts, and mediocre movement.

I rebought Alison The Asp. *Heaven*. Beautiful view, good maneuvering, and 41 light years of jump. And, a gold paint job. :)
 
The Python is pretty decent for combat to be fair (needs A rating and modding out quite a bit to be optimum though). Here's a recent PvP encounter I had in mine;

[video=youtube;q0I-owoFBB8]https://www.youtube.com/watch?v=q0I-owoFBB8[/video]
 
I used a Python for about 4-5 months for all of my needs once I could afford one, mining, missions, cargo, pve....... But once 2.1 dropped I picked up a FAS for combat, and only use the Python for mission running. You can tank it up for combat but then it isn't good for much else.
 
My "missions" loadout for my python is actually pretty weak but it wouldn't struggle against a vulture, even with D-rated in most slots. It frequently kills elite anacondas without even getting hit - typically the only time it takes damage from those slower ships is when there are turrets that can fire backwards at you. The rockets are something I particularly like since they don't have any distributor draw when firing. I've been using dumbfires now but the seeker missiles were good whilst I was getting to grips with the python's handling characteristics.

Admittedly I've engineered those D-rated items to give it a bit of a boost but I'm running an undersized power generator with as well as D-rated thrusters, distributor and shield generator. I use 3x C3 gimballed pulse laser and the two mediums run either 2x missiles or swap one of them out for a mining laser. The pulse lasers do a decent amount of damage without draining the weapons capacitor too fast, and they also have admirable hull penetration.

As others have said, the turrets are an unnecessary waste of your best hardpoints and you shouldn't need them in a Python - the trick is to fly around with at least 2 pips to engines and try to focus more on being in the blue zone.

With a large opponent, the trick is to stay behind the target and you're going to get a better result if you initially put four pips to engines to get into a good position, even if it means you're not shooting. Close the gap, get behind them and once there you are temporarily safe - divert power from shields to weapons once they're trying to boost away from you.

With a smaller, more agile opponent like a vulture, you will end up jousting somewhat. This is where the reversie comes in; Once they fly out of your weapons cone you just need to FA-off as you turn to face them. When you can line up with them again, put your engines in half reverse and shoot them in the face. The python isn't the best ship for this, but with more sustained firepower than a vulture and similar shields you should always come out of this comfortably on top simply because you hit harder than them and the reversie maneuver means that you will get more firing time on them than they do on you.

Once you're through the shields switch to targeting their power plant and the rockets will do extra damage for a very quick kill on the exposed hull (40% extra damage and they pack a punch even without that advantage). There's not a lot of point wasting your rockets on a shield though.
 
Consider a 6A Engineer Modified Shield along with a 6A Shield Cell Bank. Also a couple of modified 0A Shield Boosters.

I run all of the above on my Python and it helps keep the ship viable for longer periods of time while inside CZs and other combat areas.

The Python is a great all-rounder as I am sure you are already aware, and that trait just gets more true once you start slapping on engineer modified parts onto it. That said... I would wait until the 2.2.03 update goes live next month before doing any engineer stuff to your weapons, since the changes that are being made are rather significant and depending on your weapons of choice, can be literal game changers.

I would focus right now on upgrading your shields and all the related components in your defensive systems. Those have also changed in the next update, but not in the same radical ways as weapon systems have. At least so far. ;)

As far as a good all around build?

Here is one of mine that I am currently running with. I haven't typed in all the engineer modifications, so the specs listed are not 100% accurate, but the various modules are correct.

http://coriolis.edcd.io/outfit/pyth...Aw18eQ==.?bn=Daily Driver • Engineer Upgraded

My jump ranges are actually these: 22.83 / 23.83 / 24.79

Total Power: 35.57MW
Shield Strength: 695.0
 
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That coriolis link is old..
Can anybody enlighten me why the dev didnt crosspath the old domain?
sorry for the OT
 
I know I'm dragging up an oldish thread but I just wanted to thank everyone for their advice and tips.

I've been off to see a couple of engineers, still need to pop in to see Tod for a cup of tea and get him to look at my Multi Cannons (I've got enough for lvl 2 overcharged) and the Python is handling so much better now I've got the hang of how it flies compared to the Vulture. I just had to adapt my style.

The G3 DD thrusters have made a huge difference to how it handles and I've upgraded a couple of other internals and it's like a different ship. I'll buy a 7A PD as soon as I can find one.

http://tinyurl.com/hepbszm

I'm now thinking of sticking a Beam on the large chin mount and wondering if I should drop some of the turrets and go to gimballed? Currently I can fly with 4-0-2 and the pulses just keep on firing without draining the cap which is great.
 
I know I'm dragging up an oldish thread but I just wanted to thank everyone for their advice and tips.

I've been off to see a couple of engineers, still need to pop in to see Tod for a cup of tea and get him to look at my Multi Cannons (I've got enough for lvl 2 overcharged) and the Python is handling so much better now I've got the hang of how it flies compared to the Vulture. I just had to adapt my style.

The G3 DD thrusters have made a huge difference to how it handles and I've upgraded a couple of other internals and it's like a different ship. I'll buy a 7A PD as soon as I can find one.

http://tinyurl.com/hepbszm

I'm now thinking of sticking a Beam on the large chin mount and wondering if I should drop some of the turrets and go to gimballed? Currently I can fly with 4-0-2 and the pulses just keep on firing without draining the cap which is great.


I would say yes, drop the turrets and go for gimballed. The pythons agility is good enough to make turrets pretty much unnecessary.

One thing that immediately stands out on your build is you should change the life-support and sensors to D rated. It will reduce your weight quite a bit and is relatively inexpensive.

Also with your current build there is no reason to run a B rated powerplant, you could drop it down to C and engineer it up to level 2 overcharged for about the same power output (saving you a few million credits, and ship-mass in the process). The only draw back would be a slight penalty on integrity. Follow Bortas's suggestion below...

It would also be useful to set your power priorities to the following;

Docking computer - 5
Frameshift Drive - 4
Cargo Hatch - 3
Weapons - 2
Everything else - 1
 
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Also with your current build there is no reason to run a B rated powerplant, you could drop it down to C and engineer it up to level 2 overcharged for about the same power output (saving you a few million credits in the process).

Wouldn't recommend this. Overcharging a powerplant drastically decreases its heat efficiency, which is worse on a C than a B to begin with.

If anything I would downgrade to 6A, which has roughly the same power output as a 7C and, with a grade 2 OC, will probably end up with a similar heat efficiency as an unmodded 7B. Won't save you much money, but quite a lot of weight (44 tons).
 
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Wouldn't recommend this. Overcharging a powerplant drastically decreases its heat efficiency, which is worse on a C than a B to begin with.

If anything I would downgrade to 6A, which has roughly the same power output as a 7C and, with a grade 2 OC, will probably end up with a similar heat efficiency as an unmodded 7B.

Yes, that is probably a better suggestion... I didn't realise they are very similar prices until I just checked.

You should do this Madcowz.
 
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