Ships Python Owners' Thread

Originally I went from A spec'd clipper to a Python. I hated it! Then, I did a 4 month tour in an Anaconda. Since my return, I bought an A-spec'd Python. I've come to appreciate its qualities. For me the Python is not an end game ship, but rather a stepping stone to my wants. But, it does several things well and looks good in black!
 
Hey All!

I'm thinking about speccing a mission doer PvE Python, whit lots of BH, assassination, transport and planetary missions, with some CZ and HiRES/HazRES hunting like this:

http://coriolis.io/outfit/python/07...xBGf6SeWMznCIA==?bn=Trader%2FHunter Python v2

I'm loving the weapons, so no questions there but I'm a bit hesitant about my shield configuration, so I've have some options which I could choose from:

1.) Current shield setup. Can take damage, but regenerates slowly so some timeouts might be needed between fights.
2.) Swap out the A6 shield for a C6 bi-wave one which gives greater regeneration but is harder on pip management (which the Python needs with beam weapons).
3.) Install one SCB-s for safety and replace one SB with a Heatsink, which would reduce both cargo space, and shield strength, and the result is still questionable since it gives around 1/4 of the full shield back per charge. I'm hesitant to use SCB without a heatsink since in case of module failure (FSB) while fleeing things could turn nasty.
4.) Swap out one SB with chaff so I can give my shields some slack 10 times / restock at the cost of loosing some shield strength.
5.) Add some hull reinforcement packages on the cost of loosing some cargo space (I'm not sure how much they would help, and I don't have yet the currency to buy military plating (next on my shopping list).

Since I'm a relatively new player (been at it for 1,5 months) I would really appreciate your insight on those loadouts.
 
You're not using all the available power from the 7A powerplant so how about this build, swop the burst for another m-cannon as two class 3 beams should be enough for most shields, drop to 6A power plant and a 6C bi-weave with a decent sized SCB for emergency exits ;) and the saving might be enough for some mil spec bulkheads.

http://coriolis.io/outfit/python/06...o==.Aw18aCMxA===?bn=Trader%2FHunter Python v2

Hmmm. As I see, Bi-wave makes the usage of SCB somewhat redundant with it's double regeneration rate, and SCB-s with their massive overheating just might make things worse without heatsinks (sometime I'm already over 80°C while fleeing without SCB), so don't want to risk thruster or an FSD failure in critical situation.
The question when using bi-wave on Python imho is not the power usage but the power drain. If I switch out the class 3 burst to a class 2 mcannon I just might get the drain acceptable enough to use the bi-wave, which would result the SCB unnecessary (a hull plating upgrade could get me the safety needed to flee). This would lower my output dmg but also lower the needed timeout which would raise profit in RES or CZ. I'll test it out and see how it goes.

I'll consider the PP downgrade but to be honest, coming from a vulture I really like that I don't have to worry about power consumption, but I cant argue with you on the savings (especially if I switch the SCB for a HRP because than the power is plenty with A6 as well!:) ).

Thanks for the ideas!
 
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Another couple of mining trips and I will have enough credits to rig out my Explominerprospector. http://coriolis.io/outfit/python/06...eQ==?bn=Python Explorer%2FMiner%2FLander MkII I had changed out the 6A Shield Generator for a 5A Prismatic Shield Generator as it gave me better shields and an extra 6 rated module. Then today on another thread I read that you need to have an allegiance to Aisling Duvall in order to buy them. As I am independent and prefer to stay that way, is this true or are they available to all?.
 
Prismatic Shield is a power play module, you need to have been pledged for 4 weeks at a certain rank to get access to them.
 
Any shield can be dropped by a wing of medium fighters or a FAS with rail guns (I know from experience :() so I wouldn't go fitting a huge shield and relying solely on it, with your current build I'd suggest better thrusters and power distributor that'll get you a bit more speed and agility and the ability to boost more.

Do you need two mining lasers? I built a mining Fed Drop Ship a few days ago and fitted a single class 2 mining laser and it works great! have a look at this build it has all the offensive armament on top of the hull and the mining laser on the underside, the pulse turrets are handy for small agile fighters and the class 3 pulse will take out most of the big stuff.

http://coriolis.io/outfit/python/06...A===?bn=Python Explorer%2FMiner%2FLander MkII
 
Do you need two mining lasers? I built a mining Fed Drop Ship a few days ago and fitted a single class 2 mining laser and it works great! have a look at this build it has all the offensive armament on top of the hull and the mining laser on the underside, the pulse turrets are handy for small agile fighters and the class 3 pulse will take out most of the big stuff.

http://coriolis.io/outfit/python/06...A===?bn=Python Explorer%2FMiner%2FLander MkII


True, with 2 class 2 mining laser you can continuously mine with 7 collector limpets (and still wait a bit for them to finish). My pure miner Python build has 2 class 3A Collector Limpet Controllers and 1 class 5A (7 limpets total) and I have to stand really close if I want to avoid downtime so with your build 1 class 2 mining laser should be more than enough.
 
This is my current python mission/trader build.
http://coriolis.io/outfit/python/07...t292f.Iw18eQ==.EwBj5BGae84kA===?bn=Python AMC

Notes: 1) currently class D6 shield, this should be either a Bi-weave C6 or a full C6, but I ran out of cash due to upgrading the thrusters and the distributor simultaneously. Note that the Bi-weave is only as strong as the class D although the faster regen is nice.
2) 2x D2 hull package gives more reinforce than 1x D3 for the same weight, if you don't need the other slot for anything else, which right now I don't.
3) Next time I've got spare credits, an A6 power plant is more efficient than a C7 but costs about 8M more.

I think I prefer the burst lasers to beam - power requirement is about the same but T load is lower - and with the recently fitted A class distributor, I can fire the bursts long enough with 4 pips on weapons to get the temperature warning. The bursts take shields down nicely and the 2 multi-cannons are nice for chewing up hulls at close range, then while they reload I use the lasers again :)

If doing a lot of cargo runs, you can swap out the class 6 shield for an A5, and gain more cargo space, also add cargo to the class 3 slots. For doing more varied missions, I would switch to a single hull boost and put an interdictor on the other 3-slot, but currently I've mostly been doing delivery missions, smuggling and cargo when there were no good missions. Equipping the Python to fight well is expensive, and as yet I haven't quite got it how I want it. Once the shield is back up to spec, I'll be doing some combat missions. Another point would be to add a KWS if bounty hunting, in place of one of the shield boosters. Going up to an A6 shield would mean dropping one of the boosters or going up a stage on power plant - and the B7 power plant is heavy, while the A7 costs almost as much as the ship. As far as I can tell, the only time you might need the A7 power plant is if you went for an A6 Prismatic shield - I can't really see how to use that much power otherwise.

BTW, those prices are correct: if you go to one of Li Yong-Rui's systems, there's a 15% discount on ships and modules.
 
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I went with the 6D thrusters for weight really as they give me +1ly jump range. The next ones up the 6C's raise my boost from 317-330ms but I am trying to keep costs down and have read a couple of threads which have stated that the 6D thrusters are okay for landing even on high G worlds. I have checked it and checked it but anything above the 6D Power Distributer gives that build nothing extra that I can discern anyway. It has no effect on speed, boost or range. Of course you're both right about a single mining laser being enough. I put in two really as in my present mining build I need the two to keep the 2 x 3A Collectors going. Just an oversight really especially as I only intend keeping Painite at the moment. Weapons I just put in to fill the boxes really, I am absolutely useless at combat and have the submit, chaff, highwake out of there to an art form now, lol. I play in Mobius mostly and although I do get accosted by NPC's hopefully as I get further out this will reduce as well but not sure really so will keep weapons aboard as emergency only items.

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This is my current python mission/trader build.
http://coriolis.io/outfit/python/07...t292f.Iw18eQ==.EwBj5BGae84kA===?bn=Python AMC

Notes: 1) currently class D6 shield, this should be either a Bi-weave C6 or a full C6, but I ran out of cash due to upgrading the thrusters and the distributor simultaneously. Note that the Bi-weave is only as strong as the class D although the faster regen is nice.
2) 2x D2 hull package gives more reinforce than 1x D3 for the same weight, if you don't need the other slot for anything else, which right now I don't.


I think I prefer the burst lasers to beam - power requirement is about the same but T load is lower - and with the recently fitted A class distributor, I can fire the bursts long enough with 4 pips on weapons to get the temperature warning. The bursts take shields down nicely and the 2 multi-cannons are nice for chewing up hulls at close range, then while they reload I use the lasers again :)

If doing a lot of cargo runs, you can swap out the class 6 shield for an A5, and gain more cargo space, also add cargo to the class 3 slots. For doing more varied missions, I would switch to a single hull boost and put an interdictor on the other 3-slot, but currently I've mostly been doing delivery missions, smuggling and cargo when there were no good missions. Equipping the Python to fight well is expensive, and as yet I haven't quite got it how I want it. Once the shield is back up to spec, I'll be doing some combat missions. Another point would be to add a KWS if bounty hunting, in place of one of the shield boosters. Going up to an A6 shield would mean dropping one of the boosters or going up a stage on power plant - and the B7 power plant is heavy, while the A7 costs almost as much as the ship. As far as I can tell, the only time you might need the A7 power plant is if you went for an A6 Prismatic shield - I can't really see how to use that much power otherwise.

BTW, those prices are correct: if you go to one of Li Yong-Rui's systems, there's a 15% discount on ships and modules.

I just had a look at your build and it proves what I say about the Power Distributer. It makes no discernable difference I can see other than lose you 1LY in range. Change it out for a 6D and save yourself 7 million credits.
 
6D are fine if you're not trying to fight. Anything less than 6A are annoying if you are. Same applies to the power distributor, you only really need the monster one to keep the weapons firing. The python has a lot of flexibility and builds can vary more than most other ships.
 
I went with the 6D thrusters for weight really as they give me +1ly jump range. The next ones up the 6C's raise my boost from 317-330ms but I am trying to keep costs down and have read a couple of threads which have stated that the 6D thrusters are okay for landing even on high G worlds. I have checked it and checked it but anything above the 6D Power Distributer gives that build nothing extra that I can discern anyway. It has no effect on speed, boost or range. Of course you're both right about a single mining laser being enough. I put in two really as in my present mining build I need the two to keep the 2 x 3A Collectors going. Just an oversight really especially as I only intend keeping Painite at the moment. Weapons I just put in to fill the boxes really, I am absolutely useless at combat and have the submit, chaff, highwake out of there to an art form now, lol. I play in Mobius mostly and although I do get accosted by NPC's hopefully as I get further out this will reduce as well but not sure really so will keep weapons aboard as emergency only items.

You might want to swap a booster module for a heatsink if you want to go out from the populated system for some exploration. I've just jumped to a double star system and had escaped it with 82% thrusters (had no heatsinks). Guess I was lucky. Since You have no AFRM heat can render your systems useless.

6D are fine if you're not trying to fight. Anything less than 6A are annoying if you are. Same applies to the power distributor, you only really need the monster one to keep the weapons firing. The python has a lot of flexibility and builds can vary more than most other ships.

Agree on the part about the distributor. About the thrusters if I've read correctly, the goal is to get 0.5x of the optimal mass for maximum thruster performance. Since he is around that even with the 6D, it should be enough. Or am I missing something?
 
If you're not going to engage in combat then certainly a 7A PD is overkill, it will help with boost and shield recharge (not recharge speed but by continually supplying power so the recharge doesn't pause if the cap is drained), as the ExpominerPython's cargo space is limited you're right a 6D thruster will be fine even with full cargo and fuel it's around 0.6x optimal mass, beyond that you're in the diminishing returns zone.

Rather than fitting weapons to fill a slot I'd suggest having turrets in the upper hardpoints say class 2 m-cannons and pulse lasers, that'd chew up most ships in the small - medium range, I reckon a 5A shield should be fine I've used a 5A and a 6C shield in mine (almost identical strength but the 6C is a bit more efficient) and I do some nav beacon BH in mine build something like this

http://coriolis.io/outfit/python/05...h04040329242f.AwRj4yoo.MwBj4yIRnWg=?bn=Python
 
Rather than fitting weapons to fill a slot I'd suggest having turrets in the upper hardpoints say class 2 m-cannons and pulse lasers, that'd chew up most ships in the small - medium range, I reckon a 5A shield should be fine I've used a 5A and a 6C shield in mine (almost identical strength but the 6C is a bit more efficient) and I do some nav beacon BH in mine build something like this

http://coriolis.io/outfit/python/05...h04040329242f.AwRj4yoo.MwBj4yIRnWg=?bn=Python

I never really thought about it before but is there a diagram/pic or such with the Python hardpoints marked out in relation to the Coriolis shipyard boxes?.
 
I never really thought about it before but is there a diagram/pic or such with the Python hardpoints marked out in relation to the Coriolis shipyard boxes?.

You can tell this on any ship by going into Outfitting, then the Livery tab. It will show you your hardpoint locations if you compare the slots to what shows when you click each "Hardpoint" in the Outfitting screen; switch back and forth and you can make out which is which.

You can do this for any ship, but I'll save you a bit of time on the Python:

ED-PythonHardpoints.jpg
 
As you can see in relayers excellent picture the best place for the mining laser is on the large (under nose) position as any weapon in that location will cut out once it gets near the hull so it needs constant maneuvering to keep it firing on target. Turrets in the top medium/large locations will fire over a forward facing quarter sphere (sadly not backwards :() but they do have a lot of coverage and will give small/medium fighters a hard time, even though turret DPS is well down on gimballed/fixed weapons they will be landing hits well off the ship axis so they can be pretty effective.
 
I'm currently spending time in a HazRES, with a C6 bi-wave without SCB-s or chaffs with 3 a0 SB-s. You have to pay more attention to your pip management and fight smartly (don't take on wings if more than two and one of them is either a Python, FDL or a Conda). In case they fall get out of combat switch of your SB-s and you'll have simple shields up really fast.
 
Been playing ED casually since launch on and off and have now summed up enough creds to purchase this lovely ship a couple of days ago.

Wanted to go for the classical multipurpose ship shopping list: Sidewinder -> Cobra -> ASP -> Python

I didn't buy this ship too soon before upgrading the previous ones to A rated. Keeping those in storage for dark days, back-up or simply swapping back to a dedicated exploration ASP for Horizons. Plus, as an extra rule, I generally try to have 5x as many creds in the bank as the insurace cost would cover.

So as a starter build, I'm running with this:

"Joint Venture"

http://coriolis.io/outfit/python/06...0434026i2f.Iw18eQ==.Aw18eQ==?bn=Joint Venture

I did some long distance smuggling missions on the maiden flight. 260ly distance. Succesfully dropped off my first mission, then got scanned from a security vessel just as I was about to land at an outpost. Instantly failed the other 11. Lost the potential 16mill and was fined 138k. Great start indeed :D
 
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Bought it (again). I'm using it for long range missions. Enough cargo space, decent shields, not very fast nor extremely agile, but NPC are dump so you can still keep them in sight while reversing :) even when fully loaded with cargo...

If you cannot fight them, your mass lock factor is big so normally you can low wake quickly, otherwise high wake is always an option.

Decided to go for A5 PP (helps with keeping temperature at bay while fuel scooping), A6 PD almost as good as C7 but much lighter and at similar price range, C6 thrusters (will keep these till I have money for A6 but this will also require an A6 PP upgrade.

Not the best ship for combat, certainly other ships can carry more cargo or jump further, but quite good all rounder.

This is my build:

http://coriolis.io/outfit/python/05...18eQ==.EwBhEYy6e0WEA===?bn=Long range Mission
 
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