Three GREAT AX builds for the Python Mk2

Hello forumgoers

After extensive testing, we have three excellent AX builds for the Python Mk2 to share.

Here goes!

Mechan for the Xeno Strike Force


Now with EDSY builds since latest version supports the PMK2:

TitanBomber v3.0 A - https://edsy.org/s/v25HvsC
TitanBomber v3.0 B - https://edsy.org/s/vo46nd3
TitanBomber v3.0 C - https://edsy.org/s/vXPPM0J

TitanKiller v3.0 F - https://edsy.org/s/vw3UNOd

OreoSnacker V3.0 S - https://edsy.org/s/vELYyfl
*Note: EDSY Doesn't have the A-AGF engineering yet; make sure to add it to the shards!
 
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I am building the „A“ variant of the Titan Bomber build. But there is not enough power left to deploy weapons.. any ideas 🤔?


In game, this gives 105% power usage, I cannot manage this even when setting FSD and Cargo Hatch to low priority.
 
I recently switched over to using my own variation of this for Titan attack runs, and boy does it make the bombing a lot easier while also increasing DPS dramatically. It made getting to Hadad a lot easier using SCO as well. And to think they labeled this as a PVP ship, when it's in fact excellent for a lot of ax uses.
 
I am building the „A“ variant of the Titan Bomber build. But there is not enough power left to deploy weapons.. any ideas 🤔?


In game, this gives 105% power usage, I cannot manage this even when setting FSD and Cargo Hatch to low priority.
Looking at your build, you could also disable your pulse neutralizer once you've made it to the asteroid field. Is that enough?
 
Looking at your build, you could also disable your pulse neutralizer once you've made it to the asteroid field. Is that enough?

Yep, this would work. Disabling one Sirius AXMR on approach to the asteroid field, and once I‘ve made it there I reactivate it and disable the pulse neutralizer, as you proposed. I was just surprised that this is at all necessary, because EDSY states the build has enough spare power without the need to disable anything,
 
FSD is on priority 2 on the EDSY link, if that makes any difference?

Thanks, but I know. I had hoped that grouping the FSD and cargo hatch to priority 2 would allow to keep the build going with everything else active. Which is usually the case for most of my combat builds. I was surprised to see that this is not the case, especially because the full Titan „A“ build is even more power hungry than mine due to three „super capacitor“ experimentals and also because its power plant is 100% grade 5 low emissions. My current build is not yet fully engineered to 100% G5 low emissions, hence it should have a little bit more power output. I am totally dazzled why I cannot deploy hardpoints with this build. I was even thinking if one of the recent updates has changed something with the power values.
 
Thanks, but I know. I had hoped that grouping the FSD and cargo hatch to priority 2 would allow to keep the build going with everything else active. Which is usually the case for most of my combat builds. I was surprised to see that this is not the case, especially because the full Titan „A“ build is even more power hungry than mine due to three „super capacitor“ experimentals and also because its power plant is 100% grade 5 low emissions. My current build is not yet fully engineered to 100% G5 low emissions, hence it should have a little bit more power output. I am totally dazzled why I cannot deploy hardpoints with this build. I was even thinking if one of the recent updates has changed something with the power values.
Just to ask… are you using E rated shield boosters as shown in the A build?

It also looks to have the AFMU set to priority 4/simply turned off when not in use. If it is on, power usage jumps to… 105.6%. Maybe check if that is the issue.
 
Thanks, but I know. I had hoped that grouping the FSD and cargo hatch to priority 2 would allow to keep the build going with everything else active. Which is usually the case for most of my combat builds. I was surprised to see that this is not the case, especially because the full Titan „A“ build is even more power hungry than mine due to three „super capacitor“ experimentals and also because its power plant is 100% grade 5 low emissions. My current build is not yet fully engineered to 100% G5 low emissions, hence it should have a little bit more power output. I am totally dazzled why I cannot deploy hardpoints with this build. I was even thinking if one of the recent updates has changed something with the power values.
Trust me when I say ... you're not going to need your FSD in TitanSpace :)
 
Just to ask… are you using E rated shield boosters as shown in the A build?

It also looks to have the AFMU set to priority 4/simply turned off when not in use. If it is on, power usage jumps to… 105.6%. Maybe check if that is the issue.

Thanks! I ditched the AFMU in favour of an additional module reinforcement. And yes, I am using E rated shield boosters.
 
Thanks, I know 😉. But the FSD and cargo hatch get deactivated when I deploy hardpoints, because they are in priority group „2“. Shouldn’t that be sufficient?
The "reference" TitanBomber 3.0A PMk2 is designed exactly that way .... Essential systems on 1, Weapons on 2, AFMU on 3, FSD on 4, and Hatch on 5 (just a habit ... you could put Essentials + Weapons on 1, and AFMU, FSD and hatch on 2 and it would work functionally the same.) When you deploy hardpoints, hatch, FSD and AFMU automatically turn off. When you store them, they come back on line. No need to mess with module activation manually.
 
Thanks! I ditched the AFMU in favour of an additional module reinforcement. And yes, I am using E rated shield boosters.
Very reasonable design variation. I prefer the AFMU as torpedoes have the bad habit of occasionally misfiring also at 97% integrity ... and it really sucks when you're on a vent bombing run and a torpedo misfires (and then consequently jams the weapon).
 
you could put Essentials + Weapons on 1, and AFMU, FSD and hatch on 2 and it would work functionally the same.
Yup, that's exactly what I've done in the posted build (except for the fact that I don't even use the AFMU).🤷 But my Power Plant does not yield enough output nontheless. Would you mind going through the engineering / experimentals of my build and tell me what I've done wrong? I thought that I copied everything correctly from your reference proposal but I must have lost track somewhere and forgotten something. 🥴😵‍💫 I would really like to use this setup finally🙈 ty in advance !

PS Cargo Hatch is priority "2" in game in fact, just as the FSD

PPS I have by now even compared all the EDSY power draw data of your build with my in game power draw values, and they are identical ... nontheless I cannot run all weapons and essential systems active at the same time . This is so strange
 
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Yup, that's exactly what I've done in the posted build (except for the fact that I don't even use the AFMU).🤷 But my Power Plant does not yield enough output nontheless. Would you mind going through the engineering / experimentals of my build and tell me what I've done wrong? I thought that I copied everything correctly from your reference proposal but I must have lost track somewhere and forgotten something. 🥴😵‍💫 I would really like to use this setup finally🙈 ty in advance !

PS Cargo Hatch is priority "2" in game in fact, just as the FSD

PPS I have by now even compared all the EDSY power draw data of your build with my in game power draw values, and they are identical ... nontheless I cannot run all weapons and essential systems active at the same time . This is so strange
I've looked at the build, and with hatch and FSD off, it runs to 94.3% power on EDSY, so should be totally fine? You sure you didn't make a "practical error" (vs a "design error") in building it? Can you export a hangar link from your Inara ship list?
 
Yup, that's exactly what I've done in the posted build (except for the fact that I don't even use the AFMU).🤷 But my Power Plant does not yield enough output nontheless. Would you mind going through the engineering / experimentals of my build and tell me what I've done wrong? I thought that I copied everything correctly from your reference proposal but I must have lost track somewhere and forgotten something. 🥴😵‍💫 I would really like to use this setup finally🙈 ty in advance !

PS Cargo Hatch is priority "2" in game in fact, just as the FSD

PPS I have by now even compared all the EDSY power draw data of your build with my in game power draw values, and they are identical ... nontheless I cannot run all weapons and essential systems active at the same time . This is so strange
Oh I see what's going on ... in EDSY you have the Enhanced Missile racks, NOT the pre-engineered Sirius missile racks (which are MUCH more power hungry) ... playing with it now give me a sec.

This is your build with the correct weapons, which indeed goes above 100%:

To fix it, drop the third 0E SB to 0E G1 (note the "reference" 3.0 A uses 2x 0E G5s, and 1x 0E G1). Easy fix.
(Or, if you prefer, drop the third SB in favor of a second Sirius Heatsink ... both work ... personal preference)

Enjoy!!
 
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Hello forumgoers

After extensive testing, we have three excellent AX builds for the Python Mk2 to share.

Here goes!

Mechan for the Xeno Strike Force


Now with EDSY builds since latest version supports the PMK2:

TitanBomber v3.0 A - https://edsy.org/s/v25HvsC
TitanBomber v3.0 B - https://edsy.org/s/vo46nd3
TitanBomber v3.0 C - https://edsy.org/s/vXPPM0J

TitanKiller v3.0 F - https://edsy.org/s/vw3UNOd

OreoSnacker V3.0 S - https://edsy.org/s/vELYyfl
*Note: EDSY Doesn't have the A-AGF engineering yet; make sure to add it to the shards!
Hello Cmdr Mechan,
Unfortunately all these links to edsy.org no longer work, is it possible to update them and post them here again?
Thank you in forward
 
Hello Cmdr Mechan,
Unfortunately all these links to edsy.org no longer work, is it possible to update them and post them here again?
Thank you in forward
Those links seem to work fine for me still, leading me to a Python MKII build, so them not working for you seems odd.
 
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