Ships Need Some Advice

Hi Everyone. I was lucky to of had a Python before I lost it in a vary tragic Death.

Before anyone else tells me the stores of players loosing there ships becuse they do not know how the Rebuy thing works, I do, and I know this was my fault but I just want to explain what happened and ask for advice.

I have been playing ED for about 2-3 month now and in my first month I earned the money for the Python.
I have been real good at keeping my rebuy cost below my balance.

Last week I got to the point where I started to Engeer it's systems and got the FSD up to 23LY range at the time i also had 16M in my account and the re-buy of the ship was 4M.

When I was happy with the Mods I proceeded to see if I can try my hand at one of the low conflict zones, to my amazement with all the Mods I have done and upgraded Everything to class A I was badly damaged I had sheilds up to abort 500 and a 5D Hull reinforcement package. The Shields had 2 0A shield boosters and I had a 6B PP.

What I am getting at is somehow there is a weapon that dropped down shields in seconds and has breached my canopy. First time I made it back to a station for a repair but 2nd time I was destroyed.

When I died I thought I still had my 16M but apparently I only had 2M according to the rebuy screen and I was short 500 bloody credits to get a lone.

So should I get another Python or get another ship?
All I have now is a Courier in the conflict zonesi will die in second.

Last things why is it called a low conflict zones when its was I high one?
 
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For CZ I use an engineered Viper 3 as it's small, fast and cheap to replace, more importantly because it's one of the smallest ships in the CZ the NPC's don't consider it a big threat and gang up on it, the Python however is likely to attract a lot of attention from the NPC's.

As to the Python build if you could put it into Coriolis or ED shipyard we could have a look and suggest some improvements, it doesn't sound like you engineered the shields/boosters or thrusters and that can make a lot of difference to shield strength, stock weapons can be effective but you can only destroy one target at a time so if you get mobbed by four or more small/medium fighters you need much higher capacity shields or heavily engineered shields and boosters.

Here's one of my Python builds with a lot of engineering although I'd add a lot more HRP/MRP if I was going to take it to a CZ, the shields don't look much stronger than yours but with engineering the actual strength against laser attack is 2435 MJ, against kinetic 1513 MJ and 2228 against explosive attack.

https://coriolis.edcd.io/outfit/pyt...EYCcoCmBDA5gG2SEcIFA==&bn=Python ERC-E (EDMC)
 
Hi, thanks, I would need to buy another but I can remember what I had for its systems. Will look on Roguey and configure how I had it. I Had upgraded Farseer to G5 and used all Her modes on the systems I think the Shield boosters where only G1 I guess

I will take a look and post what I had as a loadout.
 
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If you go into a CZ with the intent to stay there, you're always better off stripping off everything non-combat related. That includes the KWS. Even the point defence has rather little usefulness in a CZ.
The NPC's fly around in hull and shield tanked ships there, so you should do the same. :)
Get a grade 3 dirty tuned mod on your thrusters, from Farseer. Thruster mods are probably the most useful mods for a combat ship. They let you chase/run faster and they add a lot of turn rate. On this one you'll need access to Lei Chung and his grade 5 shield mods. They're also really useful. Other than that, the mods I've picked doesn't require you to unlock any other engineers: https://eddp.co/u/lkguWKrH
417 m/s boost speed instead of 342 m/s. That'll keep you at pace with an NPC Cobra.
Personally I actually go even more extreme and use a D rated FSD, just to save even more weight. I also keep any hull and module reinforcements at size 1D or 2D.
Oh yeah (edit explanation), I'd pick a bi weave shield on the Python and add an as extremely modded charge enhanced power distributor as you can get with your engineers. The size 7 power distributor combined with the size 6 shield on the Python is a perfect combination for "fast" regenerating bi-weave shields.
 
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there is something that will do that. i was pulled from super and when i drooped much like you i had a murdered out python but before i could spin around my shields were gone. then when i could see the eagle and lock on i looked down and i was already dead. cant tell you what hit me but what ever it was it hit hard. keep and eye out there
 
Duck, so you engineer lightweight alloy- is that better than military grade?
Also never used plasma accelerator - what's that weapon like/usage?

P.S python is my next ship, currently saving for it, hence the questions.
 
Thanks LeChuck!
Weapons choice is hard to give advice on, I think. Depends a lot on how you do combat and, uhm, your "principles", I guess? I refuse to use multi-cannons as they're obviously not space-age weapons. Plus, they sound all wrong in the game, I think. So, my advice is maybe not the best as those are the go-to weapon for the majority. :)
That said, with the current engineering powers we have, I personally prefer a combination of efficient beams and overcharged PA's. The PA's do require you to be able to hit power plants on big ships to be really useful. It takes a bit of practice, but is very rewarding once you do that frequently. The efficient beams are for small targets. Heat kills small ships extremely fast.
Mods on the PA's is another thing that probably depends on which ship you have. On my Corvette I use Thermal Conduit in combination with a build that is the opposite of heat efficient. On my FDL I use a Target Lock Breaker, just to throw off turrets on big targets. That allows me to put shield boosters in every utility slot, skipping entirely on chaff.
I'm personally not a fan of the Python as a combat ship, because the large hardpoints are a bit far apart to be useful for fixed PA's. I use mine for multi-purpose mission things. So, I don't have any good recommendation on how to set that up. The setup I have is 3x advanced PA's and efficient beams. It sort of works for assassinations and the odd pirate. :)
 
If you go into a CZ with the intent to stay there, you're always better off stripping off everything non-combat related. That includes the KWS. Even the point defence has rather little usefulness in a CZ.
The NPC's fly around in hull and shield tanked ships there, so you should do the same. :)
Get a grade 3 dirty tuned mod on your thrusters, from Farseer. Thruster mods are probably the most useful mods for a combat ship. They let you chase/run faster and they add a lot of turn rate. On this one you'll need access to Lei Chung and his grade 5 shield mods. They're also really useful. Other than that, the mods I've picked doesn't require you to unlock any other engineers: https://eddp.co/u/lkguWKrH
417 m/s boost speed instead of 342 m/s. That'll keep you at pace with an NPC Cobra.
Personally I actually go even more extreme and use a D rated FSD, just to save even more weight. I also keep any hull and module reinforcements at size 1D or 2D.
Oh yeah (edit explanation), I'd pick a bi weave shield on the Python and add an as extremely modded charge enhanced power distributor as you can get with your engineers. The size 7 power distributor combined with the size 6 shield on the Python is a perfect combination for "fast" regenerating bi-weave shields.

I took a look at your loadout, I see you have some empty slots, I am guessing that's to reduce mass?
I see many carry the DC, I think it's a requirement, especially if you needed to limp back to a station for a repair.

I see you have a 6A instated of a 7A PP, us that becuse it's better?
 
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If the Python had an unladen jump range of 30+ fully kitted out, I'd buy one in a heartbeat. But it doesn't. :(

When I had my Python, I tried to get it to 30, not sure if it's possible unless you inject the engine with materials.
With Farseer G5 I was able to get a it to 23LY fully loaded with Pas. Cab, fuel scoop, scarub....
 
Yeah, but my Anaconda fully kitted out can get me 33ly, and that's in full combat build. I just miss being able to dock anywhere. Which is why I'd love the python, but the jump range is just too low to justify the massive expense required to upgrade the ship to make it usable. Maybe I'll get one when I'm rolling in cash just for the heck of it.
 
I took a look at your loadout, I see you have some empty slots, I am guessing that's to reduce mass?
I see many carry the DC, I think it's a requirement, especially if you needed to limp back to a station for a repair.

I see you have a 6A instated of a 7A PP, us that becuse it's better?
I just left them empty as you're free to use them as you see fit. Some use shield cell banks, others use reinforcements, but yeah, I personally rarely use them for anything. Though a 2D hull/module reinforcement adds a useful "last resort" defence without any real mass penalty.
The 6A PP is simply because it's big enough for the build. Going with my personal preference, stripping off weight I don't need.
The Docking computer can be very useful if your canopy is broken. Though, I don't trust it, so I don't use it. :D
 
I took a look at your loadout, I see you have some empty slots, I am guessing that's to reduce mass?
I see many carry the DC, I think it's a requirement, especially if you needed to limp back to a station for a repair.

I see you have a 6A instated of a 7A PP, us that becuse it's better?

I'm still in the process of building my Python, which I've done over the last 2 days. I started out with a 6A power plant and after adding on all I wanted, after engineering the weapons, thrusters, FSD, shields, and shield boosters, I was at around 96%. I upgraded to a G1 overcharged power plant just to see what impact it would have and my usage dropped to 80%. A simple G1 overcharged 6A power plant should be able to handle most things you throw at it.

I'm running G3 efficient pulses x2, G3 efficient beam x1, and G3 long-range multicannon x2 (still farming mats for G5 overcharged MC).
 
If the Python had an unladen jump range of 30+ fully kitted out, I'd buy one in a heartbeat. But it doesn't. :(

When I had my Python, I tried to get it to 30, not sure if it's possible unless you inject the engine with materials.
With Farseer G5 I was able to get a it to 23LY fully loaded with Pas. Cab, fuel scoop, scarub....

Yeah, about that... https://eddp.co/u/TKyprURV

I'm still playing with the build, and yes it's a little brittle in terms of shields and armour, but the weapons pack a punch and with the dirty drives (I need to check if they're G5 or G3 modded, I can't remember) it's pretty nippy. A perfect mission runner around the bubble with an unladen jump range no lower than 30ly. Was really pleased with how this build turned out.

I wanted to unlock Liz Ryder, but when I turned up at Eurybia in my Anaconda there were no missions for me. I needed to be cordial for most of them, and for the few missions I did qualify for, my ship was too large for the destination outpost. So yeah, I bought a Python, and have been pleasantly surprised. :)
 
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