Ships Python Owners' Thread

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If you look at your build on coriolis, it should show adjustments for recharge times on shields along the top bar. Here's my T6 as an example. Swap out the shield booster and see how it adjusts:
https://coriolis.io/outfit/type_6_t...0404040332402f56.AwRj4yKA.IwBj4zTI?bn=Firefly

Edit: just read more carefully... Yeah, not sure how engineers impact things as I'm not doing the engy grind.

Unfortunately Coriolis doesn't reflect the impact Engineered shield boosters can have, with grade 5 modded A class boosters instead of 20% it's around 55% per booster (that's based on 279% increase on the the stock 20% booster) so an FDL could stack 330% (6 x engineered boosters) on a stock 5A shield but it'd take forever to recharge.
 
You do need top Turrets now as it can't get on any rear and it's tough to keep them on your screen unless joisting.
Thermals are hard to strafe so if using 3 Large Beams it can get you cooked! Maybe 2 Large MC plus 1 Large Plasma or Beam is best plus 2 Medium Beams/Rails.
Chaff are no good it seems with all the super weapons these NPCs have now so yes I'd say 3x SBs + Point Defence and just manage your own heat. MUST RID GANKING NPC.
 
Unfortunately Coriolis doesn't reflect the impact Engineered shield boosters can have, with grade 5 modded A class boosters instead of 20% it's around 55% per booster (that's based on 279% increase on the the stock 20% booster) so an FDL could stack 330% (6 x engineered boosters) on a stock 5A shield but it'd take forever to recharge.

Right. Yeah, I spoke too soon. I don't know much at all about the engineers as I'm avoiding it for now (no interest in grind + RNG).
 
Getting materials is pain sometimes, as far the RNG issue is concerned I don't bother trying spin a wheel unless i have sufficient materials for 3-4 spins. Guess this will become more of an issue when spin will require some very rare material... Will see.
 
Now i've got 3 large mcs, one with corrosive shells other with incendary shell. Two rails with plasma slug mod.
It's funtastic!
 
Sunbathing ;)
NKWR20C.jpg


https://coriolis.io/outfit/python/2...j4yoo.IwBj4yNNSA==?bn=Nemesis (in transition)
 
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Got my Python last weekend. Traded in my Vulture for it. It's not completely A-spec'd yet, but I'm getting there. Once I do that I plan on starting with modding the thrusters. Has anyone had better luck with the engineers lately?
 
Grade 3 dirty drive tuning can get up to 14% improvement in theory but sometimes you get extra % as "unexpected" bonus. I was lucky and got 18%. It is worthwhile collecting materials, but my suggestion is get enough materials for multiple runs as RNG can be hard on you sometimes. Good luck. Can't wait to unlock engineer with higher grade engine upgrades (forgot his name) and to try grade 5 upgrades :)
 
My ship history Sidewinder>Cobra>Vulture>Python (Fer De Lance)>back to Python somewhat of a noob.

https://coriolis.io/outfit/python/0...700030l052e2e4f04382c5824v6.Iw18eQ==.Aw18eQ==

This is my Python with 60m in cash, I have serious issues when smaller ships get behind me. If I have them in front of me they are dead but the smaller ships can hurt me if they get behind me. I used the Fer De Lance or a bit but its lack of cargo or travel features meant I sold it.

I switch out Hull items for Cargo space inbetween CGs and use an advanced discovery scanner, so the ship is multipurpose.

Could someone suggest something to help my ship in Combat mode ? I feel I have missed something or dont know something.
 
Could someone suggest something to help my ship in Combat mode ? I feel I have missed something or dont know something.


Three things that I ended up doing that helped me out as a low-moderate skilled combat pilot:

1- Know when to fly forward and know when to fly backward. The Python is not a dogfighter, and anything with a decent maneuverability will out-turn her. Against more nimble targets (ie: Eagles, FAS, etc), go in reverse and let your enemy come to you. Use your larger hull and shields to your advantage and "face tank" the enemy ship. This also lets you pull pips from Engines to put them into System (I tend to forget, but a good pilot would). Basically, play by your rules, not theirs.

2- Pulse turrets on my medium hardpoints. Sure, they do less damage than gimbals, but I'm able to maintain damage on targets even when I'm doing the turning game. Then, I put high DPS/Cap Hungry weapons (like a beam laser) on my Large Hardpoint so that when I finally do line up my target I can empty the capacitor during the "pass". Just keep in mind Turrets are currently bugged right now, and you'd have to "reset" them back to "Target Only" in the system panel every time you enter an instance.

3- Dirty Drive engineer upgrade. I'm not sure if you're into Engineers at the moment, but I got the Grade 3 Dirty Drive Tuning upgrade, and even with the worse roll ever it really improved the maneuverability of the ship. I went to the Farseer lady to bump up the FSD, and just went ahead with the Dirty Drive while I was there. I just got the mats from writing down what I might need, and taking missions that rewarded those mats as they came along (saving the Commodities for last, of course).
 
Oh wow reversing when I start my 1st fire gives me 2 full weapons discharges, not many small ships survive that. I was trying to move to keep them in front of me reversing gives me near 180 view of them.

Nice one :)
 
I've renamed my Python 'The Pink Panther' - see below for details:

nBQP8oS.jpg

...2- Pulse turrets on my medium hardpoints...

I have turrets on all points and all I have to do is keep my upper hull facing the target and they take near continual damage.

Whilst the DPS is lower the hits-per-second are close to continual, more than balancing out imho.

I upgraded my thrusters to A rated - expensive, but improved manoeuvring and running away. Using vertical and horizontal thrusters can also help when the AI has fixed weapons.
 
Hello all

Happy Python owner looking for some advice please.

I've not engaged with the Engineers content at all, so looking for some help in tweaking my ship to make an all-purpose build for the grind towards some lower tier upgrades. This is what I've got.

I'd like to be able to trade as I go as I've only 3 rebuys in the bank, so some cargo capacity would be useful. And I appreciate I may have to completely change for mining.

Thanks in advance.

Cmdr Hoeder
 
I've currently got two Pythons initially one was set up for cargo and the other for mining then both configured for hauling/mining and currently one for hauling mining and the other as a engineer resource collector.

The hauler/miner build needs more collectors to make an efficient miner but it works rather well apart from that and has decent cargo capacity for CG's and the like, it's combat ability is decent enough empty but loaded it's going to struggle with smaller agile ships.

https://coriolis.io/outfit/python/0...aCc202fP424.Iw18eQ==.Aw18WCMQ?bn=Python CT 5A

Fot engineer upgrades I'd suggest augmented shield boosters, hull armour, FSD, thrusters etc, the engineer resource collector has most of these upgrades and it's a really tough ship with good range and firepower.
 
I've currently got two Pythons initially one was set up for cargo and the other for mining then both configured for hauling/mining and currently one for hauling mining and the other as a engineer resource collector.

The hauler/miner build needs more collectors to make an efficient miner but it works rather well apart from that and has decent cargo capacity for CG's and the like, it's combat ability is decent enough empty but loaded it's going to struggle with smaller agile ships.

https://coriolis.io/outfit/python/0...aCc202fP424.Iw18eQ==.Aw18WCMQ?bn=Python CT 5A

Fot engineer upgrades I'd suggest augmented shield boosters, hull armour, FSD, thrusters etc, the engineer resource collector has most of these upgrades and it's a really tough ship with good range and firepower.
Perhaps a detailed surface scanner would be of more use than a docking computer. I've also found that lately a single med pulse turret won't scratch the shields of just about anything these days. Not sure how your style would be in combat with that but I'd consider making one of the larges (maybe the one on the same side as the med turret) into a large turret pulse and switching the two left over larges (centre and side) to g bursts or beams.
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https://coriolis.io/outfit/python/0...c202fP42i.Iw18eQ==.Aw18WCMQ?bn=Python CT 5A 2
You will still be running a very vulnerable ship but it would have better dps to ward of small foes before they can bring your rather weak shields down and expose that glassy base hull.
Personally, I use mine for mission running but it can fight reasonably well (for a combat cargo setup) but is a fair bit more expensive:
https://coriolis.io/outfit/python/2...54f37040329C02f.Iw18eQ==.Aw1-gjOQ?bn=Nemesis
It's definitely got its flaws, but my setup is to get me from a to be safely while being able to take down the odd interdictor (while quickly scavenging whatever goods are left from the wreckage).
 
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@ Ozram it's interesting to compare my level 3/4 modded engineer resource collector Python with your second build as it's performance is similar here's an approximate Coriolis build

https://coriolis.io/outfit/python/0...53a2927C52f24.Iw18eQ==.Aw18WCMQ?bn=Python ERC

Actual speed is 281/366 m/s (225 m/s @2 pips), hull 1122, max range 24 LY (poor level 5 spin :(), shields 496 MJ in combat the shields are much tougher than the figures suggest and the recharge is about 12% faster than stock bi-weave.

Weapons, PD and powerplant are stock ATM I had a focused mod on the pulse turrets but the additional weapon cap drain was limiting overall weapon performance, the jitter on level 2/3 overcharged make them somewhat ineffective so I'll probably try an efficient weapon mod next.

@ratty_uk2011 although collecting the engineer materials takes a bit of time and effort the results from even a mid range build with mid range mods are impressive.
 
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