Buying and Outfitting 5 Pythons

I want to buy and outfit (and engineer) 5 Pythons.

1. PvE bounty hunting
2. Passenger missions
3. Trading/Cargo hauling
4. Surface work with SRV (PvE outfitted but perhaps more geared towards jump range than module strength)
5. Gathering mats (collector limpets, maybe some mid level threat signal sources)

I could do all this in one if I swapped modules around but I am tired of not having exactly what I need to do what I want to do when I want to do it. Cost isn't an issue.

Any suggestions on loadouts and engineering on any of these? When I watch the PvP videos I see weapons used that I rarely if ever use but I am open to all suggestions. I do ok with PvE fights, but I'd like to see the suggestions regarding the latest engineering trends for each build.

Thanks in advance.

Well, you CAN do all those things in an appropriately fitted Python. I still have a Python I used for a long time as a jack of all trades. I managed to do all those things with the same ship and build. I DID purchase a separate one for mining so I could have the change of loadout.

Anyway, as most people have said there are other ships better suited for the various roles:

1. Chieftain - still a medium pad ship, and can be 'tanked up' much better. Also, I feel the thrusters for combat maneuvering are better, especially when engineered up! Better choice of weapon load-out too, IMHO. And I think it can carry a fighter too?? Or have I got that wrong??

2. Asp-X - for those 'We want to visit 2 or 3 points of interest' passenger missions - mine can do 48ly's engineered and that's with a full weapon load-out (when empty of cargo). Gets you around the bubble REALLY QUICK! Can take a sensible number of passengers, with the ability to handle a bit of combat if absolutely necessary (but not really recommended if you have 'nervous' passengers!). Or and Orca ... (but that's a large pad ship) - mine is engineered up to about 38ly's so far, and thrusters ... WOW!!!! ... goes where you point it and gets you out of trouble real fast! (mine can do about 430 normally and boosts up to 553 .... and it's not even G5 yet! Only 3 hardpoints but they are sizable and it can hit quite hard, plus decent shields .... and great maneuverability and boost speed keeps you out of his sights and gets you away when you need to!

3. For a medium pad capable ship there is possibly nothing better for cargo capacity

4 and 5. Works fine for both those, but I'm sure others will come up with other suggestions!

Well, that's what I think, anyway!
 
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1. Chieftain - still a medium pad ship, and can be 'tanked up' much better. Also, I feel the thrusters for combat maneuvering are better, especially when engineered up! Better choice of weapon load-out too, IMHO. And I think it can carry a fighter too?? Or have I got that wrong??

Naw, no SLF on the Chief. Only Medium ships that have SLF bays are the Gunship and Keelback AFAIK. Chiefy definitely doesn't though.
You may be getting confused because of the Krait - Said to be a medium-sized ship with an SLF bay. It was shown alongside the Chieftain initially as a teaser, but we're awaiting its release still.

:)
 
Well, if you are going materials hunting, you shall require:

1) A Wake scanner, A rate, G5 for range
2) A SRV hangar and scarab
3) A limpet controller for Collector limpets ( engineering optional)
4) possibly one mining laser: a class 2 Fixed
5) engineered G5 range FSD
6) Planetary surface scanner & Advanced Discovery scanner
7) A rated sensors, maybe engineered for range?

Of course, a BIG fuel scoop is always a very good idea.

The need for combat gained materials might be better served by the PvE bounty hunter?

All the above can maybe fit on an Adder, certainly a Cobra 3, but hey, use a Python if you wish. I would dual class this one to take passengers, as it can also do the ground landings, and there are loads of wakes at the beacons.

If you want it to be a bit tougher, for say dangerous signal sources, consider Reinforced Hull armor as a compromise, and G5 lightweight it. Fit chaff, point defense and shield boosters, and a decent strong shield.
 
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I do all those things in 1 python. The only modules I swap out are a couple of the size 6s between cargo and pax. The cargo you can normally buy, and with enough pax modules laying about, it only takes 5mins to transfer some from nearby.
The smaller slots with srv and controller limpets are too small to bother swapping out

This. I just swap cargo modules as needed, as I don't need to change weapons or anything else (it is A-rated and fully engineered).

I do have a second Python that is kitted out for mining, as that requires too much swapping (and also I mine a long way away from where I normally run missions).

EDIT: For weapons, I use two large beam lasers and the rest multicannons. I've got prismatics (different sizes depending what I need), and always have two or three shield boosters fitted.
 
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Well, if you are going materials hunting, you shall require:

1) A Wake scanner, A rate, G5 for range
2) A SRV hangar and scarab
3) A limpet controller for Collector limpets ( engineering optional)
4) possibly one mining laser: a class 2 Fixed
5) engineered G5 range FSD
6) Planetary surface scanner & Advanced Discovery scanner
7) A rated sensors, maybe engineered for range?

Of course, a BIG fuel scoop is always a very good idea.

The need for combat gained materials might be better served by the PvE bounty hunter?

All the above can maybe fit on an Adder, certainly a Cobra 3, but hey, use a Python if you wish. I would dual class this one to take passengers, as it can also do the ground landings, and there are loads of wakes at the beacons.

If you want it to be a bit tougher, for say dangerous signal sources, consider Reinforced Hull armor as a compromise, and G5 lightweight it. Fit chaff, point defense and shield boosters, and a decent strong shield.

I've been down the dual/triple purpose road for years. I don't want to dual purpose anything and I don't want to swap modules on these ships. I have plenty others available for that.
 
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Well... It's a good medium pad trader. You can run.
Admittedly, sometimes not quickly enough.:S

I get upwards of 450 (whatever unit, meters per second or so) on mine. It's good enough with FA Off that I can outrun any NPC.

The Python has the ability to do as much Cr/min in most situations as a large pad ship, simply because it can collect missions at outposts whereas the Annie or other large hull needs a large pad, and quite often you'll find opportunity in systems that don't have anything to land on with an Annie. So if I'm sitting at a outpost and see some attractive offers, even if I am not outfitted for that role, I can simply go to the nearest shipyard and have that entire packed ship sent to me. I can swap the core modules if I feel the urge, but the hardpoints and optionals come as a packaged deal. It's like I have the custom delivery prepackaged for my role. I've found that if I try to keep up with all the modules, I'll lose some, sell some or have to browse every ship I own to find the particular module I am looking for. Then there were times when I just didn't own those modules any longer (like when I went to Colonia for a while and sold a lot of stuff before my return to avoid the transfer costs).

I'm at 4 now and the material hunter works like a charm. It can quickly take in a decent size load of mats and has the ability to tank some damage and dish some out, to produce more mats if so needed. The trader hasn't be used yet but it will as soon as the Naval ranks get fixed. The fighter is currently undergoing engineering to all the necessary modules. The passenger hauler is also awaiting the rank fix. I haven't addressed the surface vehicle yet, I might look at a different hull, but I like the ability to swap core modules easily so I'll have to keep that in mind. I don't want a ton of random modules in my storage.
 
I get upwards of 450 (whatever unit, meters per second or so) on mine. It's good enough with FA Off that I can outrun any NPC.

The Python has the ability to do as much Cr/min in most situations as a large pad ship, simply because it can collect missions at outposts whereas the Annie or other large hull needs a large pad, and quite often you'll find opportunity in systems that don't have anything to land on with an Annie. So if I'm sitting at a outpost and see some attractive offers, even if I am not outfitted for that role, I can simply go to the nearest shipyard and have that entire packed ship sent to me. I can swap the core modules if I feel the urge, but the hardpoints and optionals come as a packaged deal. It's like I have the custom delivery prepackaged for my role. I've found that if I try to keep up with all the modules, I'll lose some, sell some or have to browse every ship I own to find the particular module I am looking for. Then there were times when I just didn't own those modules any longer (like when I went to Colonia for a while and sold a lot of stuff before my return to avoid the transfer costs).

I'm at 4 now and the material hunter works like a charm. It can quickly take in a decent size load of mats and has the ability to tank some damage and dish some out, to produce more mats if so needed. The trader hasn't be used yet but it will as soon as the Naval ranks get fixed. The fighter is currently undergoing engineering to all the necessary modules. The passenger hauler is also awaiting the rank fix. I haven't addressed the surface vehicle yet, I might look at a different hull, but I like the ability to swap core modules easily so I'll have to keep that in mind. I don't want a ton of random modules in my storage.
No one has really answered your query yet lol. Could you post a link to the python builds you have ? Especially the BH one? You might find this build interesting https://youtu.be/Zs29X1J_Is8 0^
 
I do all 5 things in the same Python without refitting.

I'm possibly missing something with Passenger missions but I rarely see multiple passenger transport missions to the same destination so more than 1 cabin seems redundant.

There are better ships for stacking Tourist missions.

160T Cargo
16 Economy Cabin
Class 3 Collector Limpet (controls 2 at a time)
Wake Scanner and KWS fitted.

Heavily engineered before 3.0, slowly converting as I go.
 
Probably not useful as you've likely already considered it... But what I tend to do is chose the spots I operate or set out from, and store the relative modules I desire there. For passengers specifically, I even tend to stock extra cabins of various sizes and quality to adapt to whatever is available.

I would find this approach far, far easier than having near half dozen individual ships that each need to be engineered.
 
I want to buy and outfit (and engineer) 5 Pythons.

1. PvE bounty hunting
2. Passenger missions
3. Trading/Cargo hauling
4. Surface work with SRV (PvE outfitted but perhaps more geared towards jump range than module strength)
5. Gathering mats (collector limpets, maybe some mid level threat signal sources)

I could do all this in one if I swapped modules around but I am tired of not having exactly what I need to do what I want to do when I want to do it. Cost isn't an issue.

Any suggestions on loadouts and engineering on any of these? When I watch the PvP videos I see weapons used that I rarely if ever use but I am open to all suggestions. I do ok with PvE fights, but I'd like to see the suggestions regarding the latest engineering trends for each build.

Thanks in advance.

OP, good luck with your project. From what you said, you enjoy flying the Python (probably very comfortable with it in all situations), you have the credits to buy what you need, you have the time to do any engineering. If you want five specific versions of the one ship at your disposal, why the hell not! Don't listen to those trying to talk you out of it, remember the aim of this game is to play it YOUR way.

Hope you achieve your goal Commander, have fun!
 
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