Ships Python Owners' Thread

Welcome back to civilization ;) m8, you better get used to the "Big Haul" and the "I've come a long way..." teams, they're a huge pain if you're carrying engineer commodities for upgrades, the good news is a fully engineered Python is a bit of a monster.
 
Welcome back to civilization ;) m8, you better get used to the "Big Haul" and the "I've come a long way..." teams, they're a huge pain if you're carrying engineer commodities for upgrades, the good news is a fully engineered Python is a bit of a monster.
I went out there after the 2.1.0? update, it was the one where all the NPC's had super weapons, speed etc etc. Cost me 15mcr in two days, I had previously had my hyperjumps off to an art and hadn't been bothered about interdictions but suddenly the NPC's could take down my 635mj shields and reinforced alloy bulkheads in about 10 seconds. I had been working on my lack of combat skills and was getting to grips with it working myself up to novice 85%, after the experience above I thought to heck with this and hit out for the black. Since i've been out there of course there have been a lot of changes especially in regard to weapons. What are your recommendations for weaponising the Python with the new stuff in relation to a trader/explorer with a mostly defensive outlook?. At the moment I just have the 3 medium turreted beams in the L spots and a point defence on the roof. Have dumped the mining gear I took with me, a waste of time and space as I found more on planets and could have filled up even more if I had doubled my cargo to 128T I ended up dumping the cheaper stuff and came back with 64T of expensive canisters. Not really a pile of money in exploration anyway so I think I will be going trading/exploring using the most economical routes. Not sure about the Engineer upgrades etc I have a ship full of rares and very rares, possibly much more than I will ever need, just holding onto it for a while to see if storage or trading them becomes available.
 
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There's quite a lot to cover re Python upgrades and I'm not on my gaming PC ATM but I'd suggest thermal resistant shield mods on bi-weave or standard shields (I favour bi-weave for the better regen but both work) add a mix of resistance augmented (2-3) and heavy duty (1) and/or a PD turret, although the shield strength figures are around 500 MJ the shields are way tougher than that.

Some heavy duty armour on lightweight bulkheads adds a lot of hull and no additional mass go figure, as to weapons I use 3 x gimballed pulse and 2 x turreted all efficient weapon modded the three class 3 have thermal shock experimental mods, the PD is charge enhanced modded (recharges a lot faster), powerplant is a multi roll L1 armoured (tough and runs cooler).

Engineers worth getting; Palin 256 cruise and 400+ ms boost @ 2 pips on a 6C thruster, Selene Jean for armour, Lei Cheung for shields, Didi Vatermann for shield boosters, Broo Tarquin for L4 pulse, the Dweller for PD's.

Storage is coming in the next upgrade thank goodness as I've started buying ships to store modded modules, engineer commodities I believe can be dropped off with the engineer in advance rather than hauling them around the bubble getting hunted by the Big Haulers.

I post some more details tomorrow but I'd suggest having a look at Inara for engineering details

http://inara.cz/galaxy-blueprints
 
My Python is at Jaques.
I'm on my way back. When I get there, I'l try it and let you know. (re: the heat vents not working thing)
 
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PS. I love my Python (It's purple... it's name is "Siphon") so much, that I'll fly it back to the bubble and leave my DBX at Jaques.
I bought a sidey and self-destructed so I could take the free sidey option and respawn in the bubble so I could take part in the exploration CG, but I'm not leaving my fave ship way out there!
 
PS. I love my Python (It's purple... it's name is "Siphon") so much, that I'll fly it back to the bubble and leave my DBX at Jaques.
I bought a sidey and self-destructed so I could take the free sidey option and respawn in the bubble so I could take part in the exploration CG, but I'm not leaving my fave ship way out there!

I'm worried that if I focus too much on improving my Python it will make most of my fleet obsolete. I've got mostly level one and two upgrades, with level four fsd and shields. It doesn't even compare to some of the monsters you guys have, but it's stupidly better than a stock a rated already. Maybe what I'll do, is pour on the heat meta for the two medium turrets and add whatever random effect I can on the nose mounted large fixed frags so it is not a sitting duck should a player decide to harass it (one of the large beams has thermal shock already) and then I can use it for CGs with relative safety. It's not a PVP ship (most of mine aren't and the FAS which comes close does not use heat meta intentionally) but at least that might afford it some modicum of gank resistance.
https://coriolis.io/outfit/python/2...7042b292i2f.Iw18eQ==.Aw1-gjK1A===?bn=Nemesis
4901x1529.jpg
 
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@ Ozram I'd tend to agree with you on the Python becoming a bit OP, with higher level modding my engineer resource collector build (below) is mainly level 5 (level 4 efficient pulse weapons) e.g. I recently got interdicted by an expert/dangerous Python (cargo mission target) then an Elite gunship dropped into the same instance between them they took a ring off the shields before I'd destroyed them.

A nice payout but not much of a challenge, as I don't multi-roll high level mods (too many ships!) I'd guess my Pythons are fairly average examples with only a few high quality module mods between them, it's hard to imagine what a maxed out module build would be like!

https://coriolis.io/outfit/python/0...5f52927C52f24.Iw18eQ==.Aw18WCMQ?bn=Python ERC

additional; some modded specs Engineered L5 armour hull 1309
Thruster 6C – dirty drive tuning level 5 :– 316 – 412 m/s @ 4 pips (256 m/s max cruise @ 2 pips)
Increased range level 5 max 24 LY (rather average L5 roll)
Power distributor 7A – modified level 5 charge enhanced (+36 – 41%/-6.6% charge/capacity) (rather excellent L5 roll!)
 
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Having just finally got back to having a Python again after resetting my save...

Looking at the general consensus, once you have 6A thrusters and Dirty Drive Tuning you generally have enough agility to ditch turrets?

Can anyone critique my current build? It's currently: https://coriolis.io/outfit/python/1...504Ce6o1qP9v6.Iw18eQ==.Aw18WCMQ?bn=Python ERC

I'm not sure about what weapons you can effectively fit with the 7A Power Distributor. Is it worth upgrading the cannons to Partical Accelerators?

Aim was to go for full multi-purpose, able to mine, land, assisinate & all sorts.

So far found I don't need any Fuel Scoop or Fuel Tanks, not having any issues so far killing anything with the huge shields.

What are other fully multi-purpose builds?
 
See previous post ;), agility wise the Python with a decent L5 DDT isn't far off an Elite Vulture NPC but I'd always keep a turret or two for picking off small fast ships, I just modded 2 x class 3 pulse to L4 efficient with Broo on my Vulture, that really does take a lot of drain away from the PD so it means you can run the PD balanced and still have sustained fire.

My other Python is configured as a miner hauler, with L5 CTD it's a bit slower and the offensive capability is a bit lower due to the mining laser but the mix of thermal resist shields and 3 x augmented + 1 x heavy duty booster make for a solid shield.

https://coriolis.io/outfit/python/0...2Cc202fP424.Iw18eQ==.Aw18WCMQ?bn=Python CT 5A
 
Having just finally got back to having a Python again after resetting my save...

Looking at the general consensus, once you have 6A thrusters and Dirty Drive Tuning you generally have enough agility to ditch turrets?

DDT5 does wonders with Python but I wouldn't give up on turrets. I have 2 beams in medium hardpoints (I think it's a very popular option) and they are able to fire at the target almost constantly. MCs finish the job when target is stripped of its shield.


Hm. Maybe 6A power plant with grade 1 overcharged mod? It's a bit cheaper and lighter. It's quite easy to get good roll with a large positive effect since it only needs sulphur which is super easy to get. I've got mine to output 29,7 MW which is almost an equivalent of 7A with just a modest decrease in heat efficiency.
 
Looking at the general consensus, once you have 6A thrusters and Dirty Drive Tuning you generally have enough agility to ditch turrets?

I've been running with dual medium beam turrets for a long while, but ever since I have grade 5 dirty drives I didn't feel the need, finally swapped them out for a pair of plasma accelerators. :)
 
So after cashing in on the latest CG this is the build I'm running: https://coriolis.io/outfit/python/1...40l034f05v2042d6l292927.Iw18eQ==.IwBhrSuiJI==

I have to admit I got too used to the FGS before I reset my save. Piloting with turrets has to be done in a specific way and I love how it plays, it feels like you're in Star Trek.

So I run all turrets on top, with a PA on the bottom to smash when I can. For me it's great fun!

Also I know the Class 6 Vehicle Hanger is a complete waste of space, but again it's about the feeling it gives. It feels awesome to be a fully equipped planetary landing craft. :) I swap it out for a SCB & Heatsink if I'm being serious about combat.


I'm still looking for some hoses so I can upgrade my engines though. Once I get the Dirty Drives I think the build will change again.
 
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I'm still looking for some hoses so I can upgrade my engines though. Once I get the Dirty Drives I think the build will change again.

I'd just save up for grade 5 directly. The commodity there is Exhaust Manifold which can be bought.
 
What's the quickest way to get from grade 3 to 5?

Also I don't think I've got the guy who does grade 5 engines, only felicity Farseer & a couple of others...
 
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