Python Advice

I took advantage of the Dalton Station discount and traded the Asp for a Python. I was a bit earlier than I planned, so the funds were insufficient to deck it out more than little better than basic. But the big difference in cargo space has increased my earning quite markedly.

I am a SOLO player and therefore only encounter NPCs which reading this blog are as easy to kill as buttering toast.

Shortly after I purchased the Python I got interdicted by an Elite Python NPC and he kicked me so badly I just managed to escape with 14% hull left. I had 2 x 2T beams, 2 x 3G cannons and a 3G pulse on the nose. The 2 beams were working OK but I just couldn't get my nose on him to use anything else.

So I changed my load out to 2 x 2T beams, 2 x 3T pulse and a 3G cannon on the nose. Seems to work better, got interdicted by a Dangerous Viper and got her down to 15% before she jumped away. Tried to use the cannon to finish her off, but just couldn't get a hit.

Is there a better load out I should be using? At the moment I'm running PP = 7d, Th = 6c, FSD = 5a, LS = 4d, PD = 7b, Sen = 6c, Shield = 6c, Rest = Cargo + DC, 3 x Shield B, 1 x Heat sink.

I thought of using a Plasma Accelerator on the nose as it will work within the power limit = 22.47 out of 22.50 and it's instant like the lasers, but the heat generated maybe to much.

Any advice would be appreciated.
 
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I dislike the unpredictable turrets very much and also I prefer thermal weapons since they have no ammo. I use 3x3G Pulse + 2x2G pulse. This melts through everything like butter and you don't have to run and reload every other few minutes...

My advice: Play with the weapons you like, and learn to use "Flightassist off". If you predict the movement of your enemy vessel you should have no problem keeping them in front of you most of the time. :) Also, the AI makes very predicable moves all the time and basically never changes strategy in a fight
 
3 large fixed beams and 2 gimbal or fixed medium multicannons works well.

2 large lasers of your favorite variety and 3 medium rail guns does the trick too.
 
3 large fixed beams and 2 gimbal or fixed medium multicannons works well.

2 large lasers of your favorite variety and 3 medium rail guns does the trick too.

I guess for those setups you need the 7A power plant, right? Need another combat community goal to finally be able to get that one :)
 
According to your description you probably have this setup:
http://edshipyard.com/#/L=705,5TQ5T...,2-Ba9s7_6uBG9s8I,08c08c7Uc08c08c07205U05U2Uc

But what is the purpose of your ship? If it is combat - then you do not need cargo racks, or that many of them. If it is trading then you do not need that much combat staff.

E.g. here is a combat Python for about the same price:
http://edshipyard.com/#/L=705,5TP5T...,2-Ba9s7_6uBG9s8I,08c08c7Uc7iM7iM7go9sA4zM2Uc

Why do you go for turreted weapons, gimballed weapons are much cheaper.

Probably, you won't need heat sinks as the load out should not heat the ship much.

Anticipating the question about 121% power consumption with deployed hard points - you need to set the module priorities to overcome this. You will most probably need only one SCB at a time so set the priorities as 3, 2, 1 and turn off SCBs with priorities 2 and 1. This is going to disable the SCB with priority 3 automatically, if you turn on SCB with priority 2, then SCB with priority 2 is going to be disabled if you turn on SCB with priority 1. Disable cargo hatch. Set the lowest priorities (5 is possible) to fuel scoop, frame shift interdictor, and frame shift drive. Remember that you will need to retract hard points before you are able to initiate SC or HJ.

If you want to be able to carry cargo, then you can replace some SCBs with cargo racks.

I guess for those setups you need the 7A power plant, right? Need another combat community goal to finally be able to get that one :)

Exactly, the load outs suggested by ChubbyBunneh require 7A power plant that costs ~50M Cr and 7A power distributor that costs ~9M Cr.
 
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I use 5 Plasma Accellerators.

Takes time to get onto target, and need to lead a bit, but god it's funny when all 5 hit.
 
I guess for those setups you need the 7A power plant, right? Need another combat community goal to finally be able to get that one :)

You can get by with the 7C power plant (that's the one I currently use). The 3 rail guns does spike your heat up by about 35% when you fire them, but the ship cools off rapidly.
 
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According to your description you probably have this setup:
http://edshipyard.com/#/L=705,5TQ5T...,2-Ba9s7_6uBG9s8I,08c08c7Uc08c08c07205U05U2Uc

But what is the purpose of your ship? If it is combat - then you do not need cargo racks, or that many of them. If it is trading then you do not need that much combat staff.

E.g. here is a combat Python for about the same price:
http://edshipyard.com/#/L=705,5TP5T...,2-Ba9s7_6uBG9s8I,08c08c7Uc7iM7iM7go9sA4zM2Uc

Why do you go for turreted weapons, gimballed weapons are much cheaper.

Probably, you won't need heat sinks as the load out should not heat the ship much.

Anticipating the question about 121% power consumption with deployed hard points - you need to set the module priorities to overcome this. You will most probably need only one SCB at a time so set the priorities as 3, 2, 1 and turn off SCBs with priorities 2 and 1. This is going to disable the SCB with priority 3 automatically, if you turn on SCB with priority 2, then SCB with priority 2 is going to be disabled if you turn on SCB with priority 1. Disable cargo hatch. Set the lowest priorities (5 is possible) to fuel scoop, frame shift interdictor, and frame shift drive. Remember that you will need to retract hard points before you are able to initiate SC or HJ.

If you want to be able to carry cargo, then you can replace some SCBs with cargo racks.



Exactly, the load outs suggested by ChubbyBunneh require 7A power plant that costs ~50M Cr and 7A power distributor that costs ~9M Cr.

Thanks for the replies. It's general purpose, mostly trading but I intend to do some mining once I have beefed up some more. But I hate running, so I prefer to sacrifice additional cargo space etc for offensive capability, and I want to do the rank progression missions (when they are fixed) which sometimes involve kill missions. I prefer turreted weapons as they stay on the target longer, and to be frank, I haven't learnt how to use the "flight-assist" off. If I was confident I could track and stay on the target, I would probably go for fixed or gimballed weapons as they are more powerful and as you say a lot cheaper.
 
Learn how to fly with fa-off. You'll always keep them in sight, running 3xc3 fixed beams. And 2xgimballed mc's.
 
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3 large fixed beams and 2 gimbal or fixed medium multicannons works well.

2 large lasers of your favorite variety and 3 medium rail guns does the trick too.

I use this with a 7B power plant and its fine, by the time you start heating up switch to the multicannons, then keep switching back and forth.
 
4 gimballed (to make up for your difficulties getting them into your sight) Pulse Lasers on top and a large gimballed cannon on your belly.
That's all you need with non stop firing.

Also try to hit your vertical thrusters while FAOFF when pitching. Should make it a lot easier for you to use all your weapons.
 
This is my current build - basically 3 large gimballed pulse lasers, 2 medium cannons. With 4 pips to weapons the pulse lasers can fire for a very long time, and 2/3 keep firing even when the capacitor is empty. The cannons help with the big ships (Pythons, Anacondas etc.) With big ships (Clipper/Dropship and bigger) don't forget to target the power plant. Its quite effective PvE bounty hunter.
 
If you really want to use turrets then the class 2 burst are pretty good.
Pity to waste class 3 slots on turrets.

I tried this recently :-
2 large gimballed pulse on top
1 large gimballed cannon underneath
2 medium turret burst

Definitely not the most alpha damage but a cheap setup and can fire for ages with 4 pips.
When I cba to chase sidewinders and adders and stuff the turrets will keep pressure on them and often finish them off.
(beam turrets are ok too in the medium slots but in a long battle you heat up quite a lot and may have to use heatsinks)
 
When I recently bought my Python I started out with this build (It's a reliable sort of combat-trader):
http://www.edshipyard.com/#/L=705,5...,2-BaA07_6uBaA08I,7Um0AA0AA08c08c4-405U2jw2UI

I used it to VERY quickly trade my way up to enough money to go for this (while always killing interdictors to get some bounties on the side):
http://www.edshipyard.com/#/L=705,5...,2-BQ9Y7_6uB6A08I,7Uc0AA0AA08c50o9tu7fO7fO2UI

This is now my semi-final build and a perfect allrounder. Enough cargo space for some decent trading every now and then, enough maneuverability to rock RES and enough shield to last ages in CZ. I'm very pleased with it, especially for its price.
 
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I'm also newly into a python from an asp.
What I have learned:
Interdicted by a vulture, python, etc: Run. 4 pips to engines, 2 to shields, and run for it.
They have the advantage of lining up the first shots. A vulture stripped my shields away before I knew what was going on. I thought I could fight him in my shiny new Python (with D class everything) but I was wrong. I ran once my canopy blew out, limped into port just in time. Sure fight a vulture in a CZ or a RES, once you can get the drop on HIM, but in an interdiction they'll usually be getting the drop on you. It's often not worth it (especially if, ahem, you're flying without insurance).

Anything smaller than a vulture: Just swat that sucker out of space. Almost everything turns faster than you, but by pointing the nose as far up as you can and simultaneously thrusting down, with enough pips in engines, you can get them in sight. Most of the fight seems to be scanning them with the KWS, then exploding them with a few shots from the big guns. Cobras and vipers might survive to slip out of sight again, but the turrets are blasting away the whole time, as long as you keep them on "top" of you (which is why you're turning nose up, thrusting down). The other option is fly backwards... this is what I tried to do with that vulture, but eh, it didn't work out so well.

My loadout: Still all Ds, but with C shields and A FSD. I've got 2 medium pulse laser turrets, 2 large gimballed pulse lasers on top, large gimballed cannon on the bottom. 1 KWS, 3 A shield boosters. I've 2 firegroups: All the lasers on 1 and KWS on 2, and All the lasers on 1 and the cannon on 2. For small ships (those I won't run from in an interdiction) I won't bother with the cannon. That's for big ships (at RES sites etc). Not had a problem at all with smaller ships with this loadout.
 
I love my Python, and I have never lost a fight with a NPC... or 3. I'm not even discouraged by wings of 3. If you are having trouble chasing someone, then try flying backwards. Python is a flying tank, and in my opinion needs to be equipped like one. I hold my ground and play hit for hit. We hit harder. Beam uses too much power, and are better used for ships that hit and run. Pulse and cannon or multi-cannons can be sustained for a long time. Multi-cannons take longer between reloading which is why I switched to them, but cannons are more fun in my opinion.

This is my current powerhouse that I RES hunt / missions / whatever with:
http://coriolis.io/outfit/python/07...44f05055j5j3202026e.Iw18eQ==.IwBhCYy6ehmKQ===
For a beginner, I would advise close to the same thing, just lower rating on stuff and work your way up.

FYI: I use B rated shield cell banks because they give you an extra one. I'd rather have more than stronger.
 
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I got a Jack of all trades Python. I do some RES hunting, mining, exploring and sometimes a little trading while doin some missions.
So i use one Medium Hp for the mining laser and i got a burst turret on the other.
The turret is kida helpfull on tiny stuff. If you cant target em with your big pulse lasers the turret will still hit the .

By the way A thrusters are the way to go for Pyton.

Edit: looks like this http://www.edshipyard.com/#/L=705,5...,2-B69Y7_6QB6A08I,7UI0AA0AA50e08c0bg5Sc2jw2UI
 
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I run the C7 Powerplan (The A is like 51 million credits) but I did just purchase the 7A power Distributor, bumping up the WEP capacity from 51 units to 61 (And the recharge from 5.1 to 6.1 per second)

This lets you fire x2 Medium Gimballed Beam Lasers continuously, as they draw the same amount of power as you can generate. (I think, or it's very close, like 98%)

As a result I can fire my x3 Large Gimballed Beam Lasers for longer, but getting the next power plant will help with heat issues.

Still running D Thrusters, as C isn't worth it (because the module itself is heavier which counters the increased speed, so A class or D Class)
 
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3 large fixed beams and 2 gimbal or fixed medium multicannons works well.

2 large lasers of your favorite variety and 3 medium rail guns does the trick too.

The op said he couldnt get his nose ontarget this will get him killed.

- - - Updated - - -

3 gimbled large pulse and 2 gimbled medium cannons.

You have to anticipate your target more. Learn to fly it you will love it but ditch turreted. I thought I would try it once for kill mission. It took a lot longer to complete.

Oh scb are your friend. You can fit a couple on deselect one until needed.
 
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