Ships Python MK.2 Stellar Ideas?

Just wondering what people would add to any vacant slots and also
what recommendations You would have to engineer in existing Slots?
Or a non-engineered built would be nice as well,
I mainly play solo btw...
Thanks !
 
A fully engineered Stellar (no module replacement) could satisfy the vacancy slot for an Open play?
Zero rebuy penalty, and it's quite fast (416 m/s, 560 m/s boost), and sporting a minimum 1.8k MJ shield.
 
I hadn't taken command in two years, but this ship was the catalyst to bring me back. To be fair I'd been kicking it around, but needed the push. Found I had plenty of arx so bought the basic trainer version. I don't think there's anything the Python II can do that another ship doesn't already cover, but on the flip side it will do it well. My intended role is combat and signal source investigation. Internally this ship is limited, especially compared to a direct competitor like the Krait II. So compromises need to be made. Identify a role, then focus the internals to do this job. Jack of all trades it is not.

I don't have the Stellar version, and all arx-funded modules need to be sold in order to use your engineered ones.

On Coriolis I mocked one up, and this is where I am aiming

Python II Mock up

But I've only just bought it. My build philosophy emphasizes speed and shields over firepower, all of my ships follow this central tenet.

I think you face two main challenges when outfitting a P2. Power and limited internals. This ship probably appears to have more potential than you can achieve, if that makes sense. What I mean is with six hardpoints, and six utilities the potential seems high, but all that costs power and the distributor is a class 6. If you intend to have a reasonable TTD and keep the heat down some compromises need to be made. So in the mock up I used efficient beams and E boosters, but there's room for alternatives. And anyway the point of this build was to see roughly where speed, shields, integrity and jump would fall in a typical build for me. The final version may be very different, we will see.

At the moment I have a class 1 limpet controller and a small rack since I need mats to build my new ship, but this probably isn't the way most will go since this ship is basically a combat ship and not much more. No fighter bay. In the Krait I can pack in GSR, HRP, scoop, racks, FSD booster, fighter and more. In Python II options are more limited.

Overall I'm impressed with the Python II. It seems much closer to a FDL than a bog standard Python in most respects. Handling is nice, good pitch and roll, speed to match the FDL, and doesn't feel as mushy when changing flight direction. Nice cockpit view and more overhead visibility than the first Python. Time will tell where it ends up, but the start is promising.
 
All the modules that come on the pre-built ships, including the Python mk2 Stellar, can be engineered without penalty. It only costs 1000 credits to pulled it around to different engineers for blueprints that were not pinned and slapping on an experimental effect.
 
Yes, but what I meant is if you want to use the ones you have laying about, already engineered, you cannot do a direct swap, and have to sell the arx-fueled module first (for free). Not a big deal, but can catch you out if not sure what is going on when attempting to swap them. Money's not much of a concern after a certain point, and rebuys are rare. The transfer cost reduction is attractive however. But if I have the modules already I won't be engineering new ones from scratch just to keep transfer costs down.

I like this ship. It's like a FDL with more firepower.

To answer the OP, at the mo I have a class 4 scoop, class 3 HRP, class 2 rack, and the class 1 slots are filled with a collector limpet controller, DSS and landing suite. Not necessarily the final version, but at this stage where I am still fitting it out the limpets and scoop help get that done. The class 6 slot is for the shields of course.

"Vacant slots" can mean the utility slots as well, and on this ship currently I have a mix of A and E boosters stolen from my FDL. Power is an issue with so many hardpoints and utitilities. With six, the Python II is pretty versatile, and you can throw in scanners, heatsinks, or whatever here.
 
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This is what I've cobbled together, mostly using what I had in storage.

This ship is a thoroughbred, fast and maneuverable. Mobile, agile, hostile.

I went thermal fast charge bi-weaves, and these are elastic enough that I doubt they'll ever collapse so I felt like I could get away with modest integrity, which in turn leaves room for the scoop, limpet controller and rack. I don't want to give up the ability to limpet-sweep the battlefield, as this is a great way to keep mats stocked whilst doing fun things. Scoop has been needed as I fly around getting experimentals installed. Shield resistances are out of whack since I just used the boosters I had laying about in my storage. 3,100 thermal mj is good, and in such a fast and agile ship there's virtually no chance of collapse in PvE. I'll smooth out the kinetic later

Jump's good for a ship of this sort with no booster on board. No armor to keep weight down, and keep jump, agility and speed high.

Weapons were also what was in storage, but I think I'll keep this arrangement, at least for a while. Four beams strip shields fast. The autoloaders I haven't been using much since the beams do so well.

Distributor is charge enhanced, but again just what I had on hand already. TTD is rather short as a result. But I fire the two weapon classes separately, rarely all at the same time so that extends the time to drain.

It's still a work in progress, but I'm very happy with the Python II. For me it's an improved FDL, just as fast, at least as maneuverable and hits harder while looking better and having a better view.

Venom
 
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This ship is a thoroughbred, fast and maneuverable. Mobile, agile, hostile.

Scoop has been needed as I fly around getting experimentals installed.
i only just started this game with Odyssey a few days ago , so i obviously need to read up on 'scooping' methods but real quickly: Last nite in my 'Python' ship i was trying to scoop on a few different hyperjump STARS and sometimes i could scoop just fine until the little timer ran down seconds all the way ( presumably finishing enough scoop? ) but a couple times my ship-heat would spike wayyyyy too fast and literally make my cockpit glow RED "on fire" ( damaging my hull slight % ) and then it would also sorta stop/pop my ship into the star's gravitational pull ( i think? ) and when i'd try to SC out & way it would still spike my heat so i had to pop a 'heat sink' a couple times real fast.

So yeah, my newbie question: Are there like degrees ( pun unintended 🌟 ) to which one must practice scooping very carefully so as not to rise ship heat so fast? Or does it more depend upon the scooper grade/type ? Since of course i'm just using the basic starter cheap scoop version i installed from Chamberlain's Rest station.
 
If I had to guess I'd say that when the heat spiked these may have been non-scoopable stars? Were you actually taking on fuel? Some stars cannot be scooped. You may already know this. What you can do is approach the star and have a gulp rate in mind, or a heat limit. Let's say you decide that you don't want to exceed 70% heat whilst scooping. Fly the ship until you get close to 70% and then just chop throttle and hang there. No worries about getting too close and increasing heat. Once full, throw the throttle forward and pull away from the star and continue your journey. This is mostly how I do it. Doing so gives me the time I need to do a quick system scan without worrying that my ship might get too close to the star while my head is down in the scanner suites. So pick a limit, get to it, and stop.
 
Were you actually taking on fuel? Some stars cannot be scooped.
my ship was def. taking on fuel , or at least i saw the fuel bar 'timer' ticking down and my onboard computer 'voice' had told me fuel was being scooped/activated
Once full, throw the throttle forward and pull away from the star and continue your journey. This is mostly how I do it. Doing so gives me the time I need to do a quick system scan without worrying that my ship might get too close to the star while my head is down in the scanner suites. So pick a limit, get to it, and stop.
yep that's pretty much how i was doing it too , but i dunno maybe since i'm still getting used to EliteD and flying in Space here maybe i got too close too fast or lingered too long or whatever

i'll have to experiment & practice better later for sure
 
If your heat is increasing that means you are getting closer to the star. The only way you can do that is if you're moving. And to be fair, you are always moving in supercruise, you cannot actually stop. But with throttle zeroed the speed is so low as to appear to be stopped, and certainly so for scooping purposes. Set your target rate or heat then either cut throttle to hold it here, or adjust flight path to maintain distance from the star, and consequently maintain gulp rate and heat percentage.
 
Just a quick post to say I swapped the C3 hardpoints around, putting both MCs on top, and leaving one beam under the nose. Lasers have infinite shot speed and multicannons do not, so putting them on top allows for better firing parameters and as gimballed can be fired now in lead or lag pusuit. Small change but makes a difference.

I got on to an AX kick over the past couple of days as I decided I should have the Inara Xeno badge. The Python at first glance seems perfect with four C3 hardpoints, but I ended up using a Krait II as the limited internals of the Python II limit the integrity you can stack. It's a perfect scout hunter, but I want a little more ruggedness against interceptors and hunters I think.
 
If your heat is increasing that means you are getting closer to the star. The only way you can do that is if you're moving. -- Set your target rate or heat then either cut throttle to hold it here, or adjust flight path to maintain distance from the star, and consequently maintain gulp rate and heat percentage.
yep i been practicing on some jumps and finally got the hang of it !

So THANKS again for the scoop on tha scoop ;)
Just a quick post to say I swapped the C3 hardpoints around, putting both MCs on top, and leaving one beam under the nose. Lasers have infinite shot speed
What exactly do you mean by "infinite shot speed" for Lasers? i thought ALL ship weapons/guns have to recharge , no?

( apologies if i might be mis-reading or misinterpreting )
 
No what I mean is when you fire a beam laser it instantly hits the target, unlike multicannon rounds for example that take time to reach it. So mutlicannon rounds need lead to hit a maneuvering target. A laser just hits and no lead is required, making these weapons better suited to be mounted under the waterline so weapons that have projectile speeds, like MCs, can be mounted on top where they will be more useful.

Beams have no reload or charge time, just distributor draw as the only limitation
 
If your heat is increasing that means you are getting closer to the star.

Or you picked too high of a rate to stop at, eh! Better to say "getting too close" and you may remain overheating as you turn about and make some distance away too. Ahh but it can be so refreshing

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i only just started this game with Odyssey a few days ago , so i obviously need to read up on 'scooping' methods but real quickly: Last nite in my 'Python' ship i was trying to scoop on a few different hyperjump STARS and sometimes i could scoop just fine until the little timer ran down seconds all the way ( presumably finishing enough scoop? ) but a couple times my ship-heat would spike wayyyyy too fast and literally make my cockpit glow RED "on fire" ( damaging my hull slight % ) and then it would also sorta stop/pop my ship into the star's gravitational pull ( i think? ) and when i'd try to SC out & way it would still spike my heat so i had to pop a 'heat sink' a couple times real fast.

So yeah, my newbie question: Are there like degrees ( pun unintended 🌟 ) to which one must practice scooping very carefully so as not to rise ship heat so fast? Or does it more depend upon the scooper grade/type ? Since of course i'm just using the basic starter cheap scoop version i installed from Chamberlain's Rest station.
There is a useful acronym of scoopable star classes: K.G.B. F.O.A.M.
Also, the closer you scoop to your scooping module's capacity, the faster your temperature rises.
 
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