Advice on Python

Hi everyone,
so returned from a long trip and decided to get back into my trusty Python, allowing me to run missions for fed rank, bit of engineering stuff. General multi class duties! Amazing ship!

But... I just got my rear handed to me by an Anaconda, not done much combat since 2.1 and prior to that as you all know it was pretty easy going I found.

Soooo I'm not complaining about the difficulty of the AI I would very much like to hear how other commanders using the python have dealt with this, any particular weapon load outs working, my python is fully A rated and all it's missing is the military grade armour.

I don't want to admit I'm punching above my weight with a single anaconda, I'm not silly and wouldn't engage on a heavy wing but I do feel in a 1 v 1 scenario I failed big time, I'm even happy to accept that I now might die now and again but I had 3 beam lasers 2 medium and 1 large on him the whole fight and his shields didn't drop lol my 2 class 3 multi's didn't get much of a chance on the hull haha

Let me know your thoughts peeps

Thanks in advance
 
Defensively this is what your python should look like:

https://coriolis.io/outfit/python/2...5i5i2b292927.Iw18eQ==.Aw18eQ==?bn=placeholder

weapons are up to you. I did a 2 large multi and 2 med multi with large fixed beam for pve. pvp I roll 3 large pulse and 2 dumbfire missiles.

engineer priorities. power distributor > power plant > shield generator > booster

Hi mate,
that's a lot of shield boosters and SCB's! do you use that for just PVE combat, there is no room in there to do anything else lol or is that the new standard sorta needed for combat in the python since 2.1?

also I haven't got prismatic, any recommendations on bi wave against normal?

Cheers
 
for everything, I mainly do pvp though, but the multi setup excels in pve. the hrps get dropped for cargo if I need them for engy stuff, and even back in 1.5 this was the python setup to use, so nothing has changed really. I'm assuming you wanted combat builds, which is what that is meant for.

biweaves are bad, run normal shields, and if you plan to use it exclusively for pve, drop 1 heatsink for another booster until you start modding the boosters and shields, then swap back to the 1 booster setup.

currently with my modded shields and boosters, I'm sitting at 790ish mjs, which during 1.4, is what most pythons averaged with full booster loadout and cell banks, and yeah we all know how tanky pythons were back then. My booster is only grade 3, but once it's grade 5 I should be close to 1000mjs, which is what non-modded combat condas have (with a proper heatsink/booster/scb setup).

Here's a little showcase of the pve setup:
http://xboxdvr.com/gamer/thenicko33/video/18770398
 
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Go 2 large turret bursts and 2 large heat seekers on the python.. Put a large plasma in the bottom to start engagement hitting those shields hard...

Since the turrets have awsome convergence you max out dps with the bursts without draining capacitor with 4 pips to sys and 2 to weapons... When you get those shields down, the missiles wil wreck werever they hit... Aim for engines amd you can finish him off with the plasma...
 
main changes in 2.1. for my mobile livingroom aka python:

a) medium beam turrett or two medium pulse turrets
b) large burst turett or pulse turett under belly

... combined with large mc.

c) pointdefence. i would like to run 2, but python isn't king of utility slots, so one upper side closer to thrusters

d) 6A shield. i used to run mine with 5A ... but this doesn't work anymore.

if trading, no scb - if maybe combat, 5A scb - if combat/assasinations: class 6A scb.

if you can, get a dirty drive thruster upgrade as soon as possible.

enjoy!
 
for everything, I mainly do pvp though, but the multi setup excels in pve. the hrps get dropped for cargo if I need them for engy stuff, and even back in 1.5 this was the python setup to use, so nothing has changed really. I'm assuming you wanted combat builds, which is what that is meant for.

biweaves are bad, run normal shields, and if you plan to use it exclusively for pve, drop 1 heatsink for another booster until you start modding the boosters and shields, then swap back to the 1 booster setup.

currently with my modded shields and boosters, I'm sitting at 790ish mjs, which during 1.4, is what most pythons averaged with full booster loadout and cell banks, and yeah we all know how tanky pythons were back then. My booster is only grade 3, but once it's grade 5 I should be close to 1000mjs, which is what non-modded combat condas have (with a proper heatsink/booster/scb setup).

Here's a little showcase of the pve setup:
http://xboxdvr.com/gamer/thenicko33/video/18770398

That video is pretty awesome, I love how much your shield is lighting up from impacts. Seriously my encounter with the anaconda went nothing like that.....

So your build above is pretty much what your using in the video give or take a few mods, I think the weapons I can mix up but the incoming damage is what I need to look at I guess.

Cheers, i'll post up shortly once I've given it a test run
Thanks
 
I play mainly PVE, I don't use any shield cell banks, chaff or point defense, I don't need it. I use a normal shield generator, reinforced shields mod level 5, and four shield boosters, heavy duty shield boosters modded level 5. My shields almost never drop. When they do I have my military grade armor modded level 5, a 5 class level 5 modded HRP, and two 3 class HRPs modded level 5. It's pretty much OP and I don't worry about anything. It's extemely rare when my hull get below 85%, this is fighting dangerous/elite anacondas etc, and usually when it does, it because I've been ramming. Speaking of ramming, with all those shield and armor mods, it's deadly if you catch any ship in a ram. You can tear up Condas in no time at all, because they are easy to ram.

Weapons I have 2 overcharged large pulse, and 2 efficient medium pulse on my upper hardpoints, and a large efficient MC underneath. I use the charge enhanced level 5 distributor, the one that recharges your weapons, system and engine super fast, it works great. I may play around with the weapons a little more. I haven't tried any of the special effects yet, but honestly I don't even need them, so it's not a big deal. The only thing I have left to mod, is I only have a level 3 dirty drive on it now, I'm working towards a level 5. Once I get that, even with all the armor and shield mods, I should still be able to boost 400+ with a good roll.

That still leaves a few good internal slots open, the 4 slot I either put a FSD interdictor on or a planetary hangar, whatever I'm working on. I keep a 5a collector limpet on now, for all the engineering stuff, a 64T cargo rack, and a 6A fuel scoop. So if I wanted to go total beast mode, I can take a few of them off, and add more HRPs, but unless they really crank the AI up, I will never have to do that. I haven't had any issues with the AI, even before they nerfed them.

Right now now it's basically back to how it was before 2.1, when I could take on wings with a corvette and FAS in it, and easily win in my FDL. Once you get your shield gen and boosters to level 5, and armor and HRPs, it's pretty much a cake walk with a python.
 
I play mainly PVE, I don't use any shield cell banks, chaff or point defense, I don't need it. I use a normal shield generator, reinforced shields mod level 5, and four shield boosters, heavy duty shield boosters modded level 5. My shields almost never drop. When they do I have my military grade armor modded level 5, a 5 class level 5 modded HRP, and two 3 class HRPs modded level 5. It's pretty much OP and I don't worry about anything. It's extemely rare when my hull get below 85%, this is fighting dangerous/elite anacondas etc, and usually when it does, it because I've been ramming. Speaking of ramming, with all those shield and armor mods, it's deadly if you catch any ship in a ram. You can tear up Condas in no time at all, because they are easy to ram.

Weapons I have 2 overcharged large pulse, and 2 efficient medium pulse on my upper hardpoints, and a large efficient MC underneath. I use the charge enhanced level 5 distributor, the one that recharges your weapons, system and engine super fast, it works great. I may play around with the weapons a little more. I haven't tried any of the special effects yet, but honestly I don't even need them, so it's not a big deal. The only thing I have left to mod, is I only have a level 3 dirty drive on it now, I'm working towards a level 5. Once I get that, even with all the armor and shield mods, I should still be able to boost 400+ with a good roll.

That still leaves a few good internal slots open, the 4 slot I either put a FSD interdictor on or a planetary hangar, whatever I'm working on. I keep a 5a collector limpet on now, for all the engineering stuff, a 64T cargo rack, and a 6A fuel scoop. So if I wanted to go total beast mode, I can take a few of them off, and add more HRPs, but unless they really crank the AI up, I will never have to do that. I haven't had any issues with the AI, even before they nerfed them.

Right now now it's basically back to how it was before 2.1, when I could take on wings with a corvette and FAS in it, and easily win in my FDL. Once you get your shield gen and boosters to level 5, and armor and HRPs, it's pretty much a cake walk with a python.

Wow that sounds like a monster, I've not really got any traction with the engineers yet, just returned from Sag A so I'm starting from scratch with a no mod python. I want to basically be able to have a small amount of cargo space for limpets, a colletor to get going with the engineer bits. Enough defence to not get ganked by the NPC, I aint a pro by a long shot in combat but I know I'm not that bad to get spanked by an annie in like 20 seconds flat lol I am piecing together a sort of middle ground build, i'll put it on here if a minute and welcome everyones feedback.

Thanks team appreciate the help!

DRAKUS21
 
Large Turret Beams on top obviously as you are constantly tuning up for best view when not in view with Short Range Blaster MODs. I also have 2 Medium Gimbled MCs and Large Gimbled Beam with Long Range MODs.
 
Large Turret Beams on top obviously as you are constantly tuning up for best view when not in view with Short Range Blaster MODs. I also have 2 Medium Gimbled MCs and Large Gimbled Beam with Long Range MODs.

Thanks X, I'm going to use your idea of 2 x large beams, 2 x med mc's as I've not got the mods to play with for the moment I think I am going to stick a 3rd large MC on the bottom!
 
So keep in mind with that build that the 6a SCBs get you good and hot (150% even if you're not shooting your guns), and you have four shots that won't have a heatsink with them. This is my PVE build, you can dump the interdictor for more armor if you like and go up to military grade as well. For me the most helpful upgrade has been level 3 clean drives; it's helped with the turn rate, which is the Python's biggest weakness against the improved NPCs. And of course FSD range won't hurt either. I use this build in CZs, and since I'm Elite I get as many nasty NPCs as anybody (Competent Asp with railgun, anyone?); as long as I don't get foolish and dive into a sea of red triangles I'm usually in good shape. You can always dump the collector, scanner, cargo rack as needed. Well, maybe not the cargo rack since you'll probably have engineering commodities in there. If you're going planetside you can lose an HRP for the vehicle hangar, unless you've modded them both.
 
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Thanks X, I'm going to use your idea of 2 x large beams, 2 x med mc's as I've not got the mods to play with for the moment I think I am going to stick a 3rd large MC on the bottom!
Heads up the large beams will swallow you power whole.
 
Python can not strafe to evade Thermal/Plasma attacks even if in reverse. You also will not get on their 6 much. You do need Turretsand these can be switched via FireGroup to stop Overheating. If so then you hardly need a HS as you can switch to MCs to cool down and still attack. You may get lucky and add 3 SB and be sure to use PD on top. The top is the most targeted area. To save power (mine is with PD,Chaff (not so needed), HS, SB) you could also get LIFE SUPPORT A and disable it (3) during Hardpoints (2) as most combat is over within 5 - 10mins. You'll likely need Hull repairs often enough and it will cost much in Resupplies. Constantly switch pips Systems to Balanced. You'll not need Boost much as it will get you attacked from 6 as is hard to around but do use FA OFF lots. My PM Usage is dead on 100% deployed.

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Heads up the large beams will swallow you power whole.
The single Large Beam is constant full charge. If using the other 2 Turrets then yes these do soak it but you need them to keep switching and you can go 150% heat no problem. It cools fast enough after a turn or MC switch.
 
Heads up the large beams will swallow you power whole.

I was wondering how they would fare up, sorta why I didn't want to put a third on the front as well lol If it seems too much I might try and switch them over and have 2 x med turreted beams and 3 x large gimballed mc's!!

Also noted the comments above about getting the clean drive upgrades then I might be able to loose the turrets altogether and get back to gimballed.
 
Python can not strafe to evade Thermal/Plasma attacks even if in reverse. You also will not get on their 6 much. You do need Turretsand these can be switched via FireGroup to stop Overheating. If so then you hardly need a HS as you can switch to MCs to cool down and still attack. You may get lucky and add 3 SB and be sure to use PD on top. The top is the most targeted area. To save power (mine is with PD,Chaff (not so needed), HS, SB) you could also get LIFE SUPPORT A and disable it (3) during Hardpoints (2) as most combat is over within 5 - 10mins. You'll likely need Hull repairs often enough and it will cost much in Resupplies. Constantly switch pips Systems to Balanced. You'll not need Boost much as it will get you attacked from 6 as is hard to around but do use FA OFF lots. My PM Usage is dead on 100% deployed.

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The single Large Beam is constant full charge. If using the other 2 Turrets then yes these do soak it but you need them to keep switching and you can go 150% heat no problem. It cools fast enough after a turn or MC switch.
I suppose it depends what you are facing. I always found the large beam turret to be unfortunately wasted on most targets as it just doesn't have good enough accuracy. I used a medium pulse and large pulse turret together (same side) and they did a reasonable job of keeping my target on the defensive for me to line up my shots with forward facing weapons (thrived a variety). Eventually I got an FAS for combat because it just plain shines at it and stuck my Python as a defensible delivery ship. This is what it looks like right now:
https://coriolis.io/outfit/python/2...j4yoo.IwBj4yNNSA==?bn=Nemesis (in transition)
It's held up pretty well so far, but my priority is not to destroy opponents, but rather to get the deliveries made so I'm always prepared to wake out (high or low). It's somewhat multipurpose at the moment on account that I'm slowly collecting materials I happen by so as to eventually RNGineer it to something more capable. Cheers
 
I just got back to my python, my shields on it are 1516 and my armor is 2497, with the mods. I don't have any issues turning in it, I parked my FDL and eventually sold it, because I found the python to be able to destroy just as fast, and it holds up better to me, all while being set up to do multiple different things at the same time, something I couldn't do in my FDL.

I do want to get an FAS though, just to play around In. I've heard nothing but great things about it. That and a fed corvette when I get high enoughed ranked, is all I need to go along with my cutter and cobra MkIII. Speaking of cobra, my first ship I bought and I will always love that ship. I put a FSD improved range level 5 on it tonight, and I can jump 27.68ly, I also put a level one dirty drive, and it can boost 445. I can't wait to see how fast I can get it once I get to a 5. :)
 
I just got back to my python, my shields on it are 1516 and my armor is 2497, with the mods. I don't have any issues turning in it, I parked my FDL and eventually sold it, because I found the python to be able to destroy just as fast, and it holds up better to me, all while being set up to do multiple different things at the same time, something I couldn't do in my FDL.

I do want to get an FAS though, just to play around In. I've heard nothing but great things about it. That and a fed corvette when I get high enoughed ranked, is all I need to go along with my cutter and cobra MkIII. Speaking of cobra, my first ship I bought and I will always love that ship. I put a FSD improved range level 5 on it tonight, and I can jump 27.68ly, I also put a level one dirty drive, and it can boost 445. I can't wait to see how fast I can get it once I get to a 5. :)

Those are some ridiculously impressive stats!
 
Those are some ridiculously impressive stats!

Thats what I meant when I say I can really beast it out if I wanted to, I can take off fuel scoop, limpets and cargo and add 3 more modded 5d HRPs, and another 3D HRP, but I really don't need too. The one modded 5d HRP I have, gives a 599 armor boost and +13.6% resistence against kinetic/thermal/explosive, that was a great roll though. The shield boosters, HRPs and armor mods are where it's at, as far as making your ship entirely different in combat. The shield boosters more so than even the shield generator. My cutter has 1625 shields, that's with an 6A shield gen that's not even modded, just 7 shield boosters that are varying level, none of them are even level 5 yet. It's a trade ship though, I don't like it much for combat, but it's nice to know I don't have to stick the 8a generator on, and can still have great shields. :)
 
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