Ship Builds & Load Outs Outfitting and Engineering a Python

I've got a Python (well, actually I don't, but that's a different story) that I intend to use as my main, general-use ship, and I'm looking for suggestions on how best to outfit it.

By "general-use" I mean the following activities:
- Exploration in and around the Bubble
- Rescue and salvage:
+ Degraded SS occupied escape pod recovery
+ Salvage and rescue missions
+ Dropping into Distress Call SS to pop out fuel pods to the stranded ships (and if there are pirates)
+ Fuel Rats
- Light-to-medium cargo missions
- Surviving in combat

I know that I need the following capabilities/modules:
- a good jump range (>25 ly, preferably >30)
- Advanced Discovery Scanner
- Detailed Surface Scanner
- Fuel Limpet Controller
- Cargo for 8-12 limpets + any "real" cargo
- Potentially extra fuel to deliver
- An SRV bay
- EDIT Fuel scoop
- Shields and weapons

The last part is where I need the most help. I don't intend to do heavy combat with this ship (I've got a ViperIII dedicated to that task), but I need to be able to handle the odd PvE encounter, like an interdiction or a low-grade Weapons Fire SS if I'm feeling lucky. I'd like to have one or two fixed or gimballed weapons under Helm control, but 360 degree turret coverage available to a Multicrew gunner (so two top hardpoints and the bottom one)

I've got approximately 100M in the bank right now, and with the current setup the Python has about 3.5M rebuy. I expect once it's properly outfitted we'll be looking at 5M, so I'd like to make sure this doesn't cost more than about 85M at this time.

Thanks for your help!

-Dan B.
 
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This build is heavily engineered but even as stock it's a solid build, fit the best PD you can afford and enough power to run everything as generating excess power will produce waste heat, shield choice is down to max MJ and long rebuild/regen or lower strength and faster rebuild/regen personally I go with the latter but you pays yer money........... ;)

Loaded up the Python isn't super agile (even with engineering) so I always fit two medium energy turrets and the rest gimbals, kinetic or energy is down to personal preference and available cash, internal fit for limpet controllers, SRV is just down to power management really as the cost isn't that significant.

https://coriolis.edcd.io/outfit/pyt...EYCcoCmBDA5gG2SEcIFA==&bn=Python ERC-E (EDMC)
 
Here ya go: http://beta.coriolis.edcd.io/outfit...weloBhBmUDYAsICmBDA5gG2SEBGCQoA&bn=Dan Bender

71 million when bought at LYR. Engineered you should be able to get betwen 25-30 LY in range, about 1100 in armor and almost 400 in shields, with two utility slots free for your discretion. When properly engineered your TTD is indefinite, and you'll tear through basic NPCs no issue, while being tough enough to escape against even the strongest of NPCs no issue (I have a somewhat similar ship and have no issues escaping from gankers at all, see https://youtu.be/zGNuZo_yfD0 for an example when I was just starting to engineer the ship).

This build is heavily engineered but even as stock it's a solid build, fit the best PD you can afford and enough power to run everything as generating excess power will produce waste heat, shield choice is down to max MJ and long rebuild/regen or lower strength and faster rebuild/regen personally I go with the latter but you pays yer money........... ;)

Loaded up the Python isn't super agile (even with engineering) so I always fit two medium energy turrets and the rest gimbals, kinetic or energy is down to personal preference and available cash, internal fit for limpet controllers, SRV is just down to power management really as the cost isn't that significant.

https://coriolis.edcd.io/outfit/pyt...EYCcoCmBDA5gG2SEcIFA==&bn=Python ERC-E (EDMC)

OP requests three turrets and Fuel Rat role so you'll need a fuel limpet and fuel scoop. ;)
 
...OP requests three turrets...
Three turrets is not a hard number; I just don't want to risk leaving a gunner hanging without a good fire arc. I haven't been able to join any MC offering me turrets, so I haven't gotten any experience, in any ship, with where the blind spots might be. I'm certain I need at least one on top and the one on the bottom to be turrets to do that.
 
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