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 fit 5 gimballed multi cannons and at the same time fit whatever you need for the other tasks. These may either be cargo hold or passenger cabines. There will not be a lot of changes needed.
 
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
 
So my question was about outfitting these individual python builds for those specific purposes, not whether or not I need 5 of them. Obviously I got here without it so I don't need it. It defeats my purpose to have to swap out modules. This way, instead of looking around for modules and having stored ones shipped to me, will just have the entire ship transferred, hop in and go. I'll know it's fully ready for what I designed it for, instead of forgetting a critical aspect or having that one module be elusive.

I have 4 of them built already. Just curious which weapons for PvE and which engineering directions seem to be more favorable for it.
 
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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. If you don't want to swap out modules at all you only need two Pythons, not five. One with pax cabins and one with cargo racks. Both can be armed to the teeth and both can carry an SRV and collector limpet controller. On top of that for both you'll still have a class 6 shield, 2 x class 6 cargo or cabins and 2 x class 5 cargo or cabins.

As a one-ship-only pilot (of any type), the idea of owning five of the same type makes my head hurt ;)

But you're not me, so play it your way. :)
 
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.

I applaud your understanding of what "multi-purpose" means, IMO you may be shooting yourself in the foot somewhat however by using the same ship type for all those jobs. The qualities that make a ship great for combat basically make it suck at materials gathering and vice versa. While the Python is arguably one of the most flexible medium landing pad capable ships in the game it is (again, IMO) not the best ship for every one of those jobs you listed, for instance: It's sort of slow in X/Y/Z performance for combat (PvE bounty hunting) forcing the Python to rely on firepower over skill and while I think the Python is a great ship for medium-scale, short-range passenger and cargo hauling missions missions, long-range missions of this type will have you spending a lot of time jumping from system to system to system. "Surface work with SRV ( . . . geared towards jump-range . . . )" is an oxymoron with the Python due to its inherently short jump-range, A DBX or ASP-X would probably serve you better for this and the same goes for materials gathering. You do not necessarily want to be making 30 and 40 jumps to get somewhere when a DBX can do the same job in 10 or 15 jumps. More time spent actually gathering materials instead of jumping between systems.

I can see the attraction of wanting an all-Python fleet but you may quickly tire of the compromises you will need to make in jump-range and maneuverability in order to fulfill your listed ambitions for these ships. Easier to have a single Python and simply refit with an optimal configuration as necessary for the job at hand. Also, with a single, flexible Python you will not have to return to a central location to switch ships. Instead, you can stop in at any nearby, well-stocked star port and refit your ship. o7
 
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It defeats my purpose to have to swap out modules. This way, instead of looking around for modules and having stored ones shipped to me, will just have the entire ship transferred, hop in and go.

Cheaper to transfer stored modules than ships. o7
 
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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.

I too grew weary of swapping modules in and out. I have 3 Pythons, but the latest is a relatively straightforward build to do your #s 4 and 5. For me, determined that #4 really didn't need a killer jump range. Repurposed it from cargo hauling when I got my Cutter. Load it full of limpets. As below on coriolis, is LPG-02 'Slither Me Timbers'

https://eddp.co/u/Eefx4pob

I have considered doing something like below for more offensive power, but feel you would really need a shield cell module or more shield boosters to survive anything other than scooting. Which eats into one of it's missions.

https://eddp.co/u/3pA2rfjL
 
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I'm sharing and engineered powerplant and FSD between different ships, I don't see why you couldn't just purchase and store all your modules in a single station and then swap those you need.
 
Just curious which weapons for PvE and which engineering directions seem to be more favorable for it.

your initial post is too vague. this is easier:

any weapon will do for pve but you'll probably want lasers so you don't need to restock (and can keep ratting more time)

engineering is not necessary at all for pve but you might want to gift yourself these 'bare' luxuries:
- charge enhanced distro (for uber juice)
- dirty drives on thrusters (for more fun)
- increased range fsd (for less jumps)
- shield resists and fast recharge (in pve it's better to have smallish shields with fast recharge than lots of hp and dependence on shield banks ... again, no restock needed, allows more time ratting)

for detailed mod requirements, check inara.cz
 
Hello,

i have 2 Pythons
One, fully fitted and and pretty engineered is far far away at Colonia.

I also go for exchanging of the modules
The modules are mostly just 15 minutes away. Time for a visit of my wife ;), a walk with the dog, looking for something to drink, visiting some other places etc.
There is some real life out there :D
Often i can buy the modules right where i am. And it is much cheaper to ship the moduls around and not the ships.
Outfitting is often found also at outposts or planets, Shipyards are pretty rare at that places.

1. PvE bounty hunting - i build up a Chieftain (~ 90 Millions)
2. Passenger missions - i use the Python but think about an Orca
3. Trading/Cargo/Missions/Mining - Python
4. Surface work with SRV - Asp Taxi, because it is smaller and it has more jump range.
5. Gathering mats (collector limpets, maybe some mid level threat signal sources) - surface prospecting and USS'es without threat, i use my Asp with SRV/Collectors
And for exploring i reconfigure my AspTaxi to the Asp Explorer with the (engineered) stuff i have in store.
 
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I'm not about to tell you how to game, and I'm sure you've got more than enough money and time spent into the game to know what you want.
But for me personally, as much as I LOVE my Python, I'd get bored swapping from a purpose built Python to another purpose built Python for every single task. It's a joy to fly in SC, planetary and normal space, plus she can pack a punch, but a different one for everything?

1. (Gunship with SLF or Vulture/Chieftain) 2x med rails (one cascade, one super pen) + 3x PAs/ MCs.
2x med MCs (one high cap with corrosive) + 1x large MC (OC with loader) + 2x large efficient/LR beams with vent.
2x med rails + 1x PA + 2X MCs.
These have been the most efficient/fun loadout for me personally when BH.

2. Class 3A Shield, cabins.

3. Class 3A Shield, cargo holds.

4. (AspX or Python) Vehicle Hangar + Guns.

5. (DBX) A class Sensors with G3-5 Wide Angle. One class 3 Collector Limpet Controller (you'll seldom find anything worth using more than 1 collector unless in RES anyway).

6C Bi-weaves with Thermal and Res Aug boosters for your combat ships (2x with PD/Chaff/KWS/FSDi or 3x+). Focus on shields not going down with SCB (will require heatsink) or plop in at least two MRPs and fill the reset with HD HRPs.

D-Class HD Boosters on your non combat ships (passengers don't like shields down if you boop, it happens), turreted Pulse with LR and emissive on the front Large and some mines on the rest with experimentals, run and let the turret light up any pursuer while you volley mines down and wake out. I also suggest G5 Fast boot for this reason with Mass Manager.

You can use the same FSD for your combat ships when things get hairy and you bite off more than you can chew, and if course Increased Range for anything else.

I personally use those I bracketed for those tasks, not just for cost-effectiveness but also because it makes it fun flying in new surroundings with different handling and abilities. Again this is just for me, I fully respect comfort levels of using the same thing you prefer.
 
I do everything bar mining and passenger missions in my Python, without outfitting.
And they only require a quick change of modules.

Mines currently just sat hoovering up materials left and right. I love the new storage system. Lol
 

_trent_

Volunteer Moderator
I use a python as my main ship and I have 2 large efficient beams (gimbals) on top and the rest are double-shot frags (fixed). You really need G5 dirty drives to be able to take on the more manoeuvrable ships.

For bounty hunting, I'd be tempted to use something else, I find the python to be a lot less fun to fly in CZs and RES than an iCourier, FDL or FGS.
 
I'm just sorting out a trading python right now.
Unarmed, stripped down, heat sinks. Fast, reasonable jump... weak as a kitten.
I've got a cutter the same.
It's a flawed build, if you catch me, I'm dead. If.
Makes for interesting encounters.:eek:
 
...

engineering is not necessary at all for pve but you might want to gift yourself these 'bare' luxuries:
- charge enhanced distro (for uber juice)
- dirty drives on thrusters (for more fun)
- increased range fsd (for less jumps)
- shield resists and fast recharge (in pve it's better to have smallish shields with fast recharge than lots of hp and dependence on shield banks ... again, no restock needed, allows more time ratting)
...



Definitely the above mods.
The optional internals are easy enough to figure out on your own, no?
Hardpoints are pretty wide open considering your uses, but I have 3x c3 PAs and 2x c2 thermal vent beams on mine right now.
That's a fun and pretty powerful combo.
 
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