Mines vs turrets (trade ship)

Just a quick one. I'm getting money together for a trade python. To know how much cash I need, I use coriolis.io to build the ship. I've got a basic idea of everything I need but one thing. Weapons.

Because a python is slow, and I am more likely to be interdicted in a bigger ship (as far as I'm aware), I want weapons to cause problems for npcs till I jump. As I'll still be running, that gives me two options, mines or turrets.

What's your opinions of these weapons, and which should I equip on my trade python, and why. You can even tell me why I don't need weapons if you wish.

Once I know what weapons I'll use, I can factor them in the cost of the ship, thanks.
 

hs0003

Banned
Shock mine launcher if you plan on fleeing, turrets if you plan on killing, a single turret if you plan on doing illegal non combat stuff as a hostile police ship won't scan you.
 

_trent_

Volunteer Moderator
Mines are pretty useless. It's been a while since anything was dumb enough to fly into them.

If it's a trade python, deploying weapons is just going to stop you charging your FSD drive. Good shields and 2 shield boosters (either A rated vanilla or engineered Ds) should be enough to see you escape anything the AI will send against you.

Engineered python isn't too slow either. Even the level 3 dirty drives should give you a boost speed above 400.
 
Mines are pretty useless. It's been a while since anything was dumb enough to fly into them.

If it's a trade python, deploying weapons is just going to stop you charging your FSD drive. Good shields and 2 shield boosters (either A rated vanilla or engineered Ds) should be enough to see you escape anything the AI will send against you.

Engineered python isn't too slow either. Even the level 3 dirty drives should give you a boost speed above 400.

This ^. I'm running a trade python at the moment, and used to use mines but with the upgrade of 2.x?, they became useless. Don't even power up the weapons, boost and shields and off you go!
 
This ^. I'm running a trade python at the moment, and used to use mines but with the upgrade of 2.x?, they became useless. Don't even power up the weapons, boost and shields and off you go!

Mines are pretty useless. It's been a while since anything was dumb enough to fly into them.

If it's a trade python, deploying weapons is just going to stop you charging your FSD drive. Good shields and 2 shield boosters (either A rated vanilla or engineered Ds) should be enough to see you escape anything the AI will send against you.

Engineered python isn't too slow either. Even the level 3 dirty drives should give you a boost speed above 400.

Engineering just adds more grind atm for me, so please tick that off the list.

How powerful do my shields need to be to not worry about pirates and just run then?
 

_trent_

Volunteer Moderator
Engineering just adds more grind atm for me, so please tick that off the list.

How powerful do my shields need to be to not worry about pirates and just run then?

6A with 2 A rated boosters should be plenty for any NPC.

Little routine that should work every time.

1. 4 pips to systems (shields). 2 to engines.
2. Turn towards opponent and boost past them. Too many players just run in a straight line, you want the enemy to have to turn to attack you which earns you quite a few precious seconds.
3. If it's a conda or another ship that mass locks you, quickly pick a nearby system from the nav panel (If it's a ship that doesn't mass lock you, you can ignore this and just low wake out towards your destination)
4. Start charging the FSD.
5. When the FSD is about 75% charged, turn to the direction of your target system (or base/body)
6. When the FSD is fully charged you should be on your merry way. If you get the 'align with target' message even though you are pointed with it, boost again. That message means that your direction of travel is not the direction you are facing, boosting will sort that out if you're just in a python.
 
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Just a quick one. I'm getting money together for a trade python. To know how much cash I need, I use coriolis.io to build the ship. I've got a basic idea of everything I need but one thing. Weapons.

Because a python is slow, and I am more likely to be interdicted in a bigger ship (as far as I'm aware), I want weapons to cause problems for npcs till I jump. As I'll still be running, that gives me two options, mines or turrets.

What's your opinions of these weapons, and which should I equip on my trade python, and why. You can even tell me why I don't need weapons if you wish.

Once I know what weapons I'll use, I can factor them in the cost of the ship, thanks.

Don't fight, just boost twice and go. No weapons, you're a trader!
 
The first engineer (yea, I hate them too...) Farseer, will get you a upgraded FSD for much better jump range, and upgraded thrusters/engines.

I have a grade 5 FSD and grade 3 dirty drive engines on my armed trader Python. When I get interdicted I don't even bother to turn around. Just start boosting away from the NPC at over 400 m/sec until your FSD recharges and be on your way. Nothing to it. ;)

Other than having to unlock that darn engineer of course, but having access to upgraded FSDs and engines will really help over the long haul (pun intended...).
 
Buy them in the outfitting screen, no engineer required


I'd take them over turrets because they power off the pirates ship for a few seconds

I though they might be engineers or power play. Oh boy, if they hit that's great. But do they hit that often? I don't want my mines missing like others are saying they will.
 
shock mines are available in quite a few stations. I buy from ohm city, LHS 20. Also think about frag cannon turrets with drag munition ( slow your enemy down) its engineering but give a few extra seconds to get away. you only need one, I don't think the effect stacks.
 
I though they might be engineers or power play. Oh boy, if they hit that's great. But do they hit that often? I don't want my mines missing like others are saying they will.

just fly straight and spam them, they'll hit they fire in clusters one batch is bound to hit
 
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shock mines are available in quite a few stations. I buy from ohm city, LHS 20. Also think about frag cannon turrets with drag munition ( slow your enemy down) its engineering but give a few extra seconds to get away. you only need one, I don't think the effect stacks.

just fly straight and spam them, they'll hit

Why did I not learn this sooner? I'm cackling with glee. Something about someone being literally powerless to stop you is just so good in such a bad way.
 
Absolutely no reason to deploy weapons if you're running from an NPC, it'll just delay your FSD. Nothing's a threat if you're already in a python, just boost past them and warp.
 
Absolutely no reason to deploy weapons if you're running from an NPC, it'll just delay your FSD. Nothing's a threat if you're already in a python, just boost past them and warp.

You still have a FSD cool down even if you submit, if a ship mass locks you your going to be there longer....start throwing mines down while you wait for the FSD to cool down, if it's something fast like a clipper, you get mass locked and he's faster than you disrupting his ship means you can get away


There's no reason not to throw down the mines, boosting away makes them attack
 
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Still worth to get mines tbh, buys you extra time since they have to fly around them, and while doing so they also can't shoot at you.

There are some nasty engineering mods for them too that can be quite punishing for anyone who decides to tank the mines in an attempt to get you.
 
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