Python for mission

Thanks both.
Maybe I'll drop FSD Interdictor, as I've never used it before too and go for a Refinery, since there are plenty of mining missions and it's useful for materials.

The only drowback is that I need a mining laser and so one weapon is lost, but not doing heavy combat should be fine.

Something like this, maybe? Only thermal weapons so I don't have to bother about munitions.
http://coriolis.io/outfit/python/06A6A5A4D7A6D5C0o0v0v0t2l020303004f0505045i1vC0v62f.Iw18eQ==.CwBhCYytmTqrUQ==?bn=Python

Just be carful with those beams, while they are really nicely improved in 2.1 you may run into heat issues rather fast. I'd recommend only going with 2 and then pulse or burst. Honestly i'd say, go out there and test it while mining, just be ready to run if big or many small boys show up, and see if/how you can handle smaller non-threatening npc's (with severe attitude problems :)) with your setup.
 
Just be carful with those beams, while they are really nicely improved in 2.1 you may run into heat issues rather fast. I'd recommend only going with 2 and then pulse or burst. Honestly i'd say, go out there and test it while mining, just be ready to run if big or many small boys show up, and see if/how you can handle smaller non-threatening npc's (with severe attitude problems :)) with your setup.

Thanks, I'll try surely different setup :)
 
I always keep turreted burst lasers on the both medium hardpoints, good against shield and hull and the size 2 turrets have a huge firing arc and lock well even on fast ships.

Then 2 large gimbaled beams or pulses on top for first strike shield stripping. I usually switch the large one under the nose to a mining laser for mining, or to a MC/cannon or missile launcher for the pirate lord type mission targets. Works ok for me in 2.1 too, more essential seems the defensive stuff for the utility mounts now, with 2.0 I just had 4 shield boosters. Maybe that one can survive with 4 lvl 5 engineered boosters, but until one have them to figure out at least one PD and one chaff is needed.
 
I always keep turreted burst lasers on the both medium hardpoints, good against shield and hull and the size 2 turrets have a huge firing arc and lock well even on fast ships.

Then 2 large gimbaled beams or pulses on top for first strike shield stripping. I usually switch the large one under the nose to a mining laser for mining, or to a MC/cannon or missile launcher for the pirate lord type mission targets. Works ok for me in 2.1 too, more essential seems the defensive stuff for the utility mounts now, with 2.0 I just had 4 shield boosters. Maybe that one can survive with 4 lvl 5 engineered boosters, but until one have them to figure out at least one PD and one chaff is needed.

I'm torn on the chaff tbh, the python has a large b... ackside and is not really evasive, just theory crafting on my side since i have not even tried it on her. Do you think it's really helpful? When thinking about it i reckoned that the amount of shots missed by an enemy while chaffing would be so low - feel like they do what we do and just go fixed for a bit, and if they are close the strays would pretty often hit you due to your low speed and size/proximity. Am i missing something?
 
One question about turrets: what's the difference between Only Target and Fire at Will?
 
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One question about turrets: what's the difference with Only Target and Fire at Will?

Only target will only fire at the targeted ship. Once you "untarget" it, the turrets will stop shooting. Fire at will mode will engage all hostile targets in range, regardless if you have them selected or not.
 
This is the Python I have been flying, it is a 2.0 built, but so far I have survived in it. :)

http://coriolis.io/outfit/python/07...m4f050504040329242f.Iw18eQ==.Aw18eQ==?bn=PYT1

The C Powerplant and Thrusters are only in there as I was lacking the funds to get to A.

If you want a vehicle hanger you can sacrifice a cargorack or the docking computer.

Now in 2.1 the empty utility slot will probably get either ECM or point defense . Not sure if i want to sacrifice one booster for another pointdefense.

In the bubble this was enough, on the weekend did the Maia trip (for nothing) and added a Fuelscope by remove the rank 4 cargorack. 196tons is more then enough for missions. For powerplay it is easier with 200tons as you can finish the grind a bit faster :)

I flew it a bit in Beta and now, small ships in a group of 2 or more are now the bane of Python as you just can not get rid of them fast enough before taking significant damage.
 
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In the bubble this was enough, on the weekend did the Maia trip (for nothing) and added a Fuelscope by remove the rank 4 cargorack. 196tons is more then enough for missions. For powerplay it is easier with 200tons as you can finish the grind a bit faster :)

I flew it a bit in Beta and now, small ships in a group of 2 or more are now the bane of Python as you just can not get rid of them fast enough before taking significant damage.

May i ask, did you go there for meta alloys or just sightseeing? And yeah, agreed multiple smaller and agile ships are not too much fun anymore, setting your turrets to fire at will at least discourages them for some time (they still react to being under fire buying you a bit more time) while you concentrate the rest of your fire on singling out the weakest/tactically best target and wait for the fuzz to arrive or high tail it out.
 
I'm torn on the chaff tbh, the python has a large b... ackside and is not really evasive, just theory crafting on my side since i have not even tried it on her. Do you think it's really helpful? When thinking about it i reckoned that the amount of shots missed by an enemy while chaffing would be so low - feel like they do what we do and just go fixed for a bit, and if they are close the strays would pretty often hit you due to your low speed and size/proximity. Am i missing something?

Won't help at all against anything using fixed weapons of course. On low distance like 400-500 meters you still will get hit with gimbals like 80%, at 1km they won't hit anymore, same as your gimbals. I some situations it will buy you the time to get away and if you still have shields they will last somewhat longer, mabe just the time you need to fire that SCB.
 
Won't help at all against anything using fixed weapons of course. On low distance like 400-500 meters you still will get hit with gimbals like 80%, at 1km they won't hit anymore, same as your gimbals. I some situations it will buy you the time to get away and if you still have shields they will last somewhat longer, mabe just the time you need to fire that SCB.

There is a way to know in combat if someone is firing at you with gimballed, turret or fixed weapons? Because, if I'm chased by someone who have only fixed weapons and/or missiles, I should not waste some chaffs
 
After trying different loadout, loosing a Python, winning some battles, I've come up with this one
https://coriolis.io/outfit/python/0...f050504040329v62f.Iw18eQ==.Aw18eQ==?bn=Python

I'll use it for courier/smuggling mission mainly, if i'm interdicted, I could run away or try to engage in combat, if the enemy is Competent or less.
Since I want to try some base assault, I've placed a missile launcher to destroy ground enemies like turrets and skimmers, because after 2.1 yopu cannot target them from the ship anymore.

This hardpoints loadout should be heat friendly too, however i've choosen a heat sink launcher instead another shield booster.

For the 3A internal compartmente, I opted for hull reinforcemente instead cell banks.

What do you think? It could be a nice ship to do mainly non combat missions in the post 2.1 galaxy?
 
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