Suggestion's to improve my build

Anaconda .. Some suggestions on how to build with theses goals in mind Distance for exploring (currently 31 LY) Be able to defend myself and inflict damage with power for my weapons and shields (which need improving)

Current set up: F/shift 6a and Guardian 5H
Power plant 7a (recently was in a squeamish after a few bursts of weapons .. dead weapons or no power left.
Power Dist 8A
Sheild boosts 3 x 0B
Sheild genertor 6E

Weapons: 2x 3f laser, 3D cannon and 3E cannon, 2E beam laser, 2D beam laser, 2x 1E cannons.

Don't quite get all the engineering any steer in the right direction to meet my objectives would be appreciated. Got caught in three Tharoid raid lost my ship[ 3 times didn't stand a chance.

A little frustrated Commander .. the crew even more ed.

Cheers cmdr Craigorious
 
Exploration and Combat builds are at the other end of the spectrum to each other.
Then Thargoid combat and NPC combat builds differ vastly as well.
Then to confuse the matter even more the builds can/will change depending if you flying in open or if you're a solo player only engaging NPCs in combat. NPCs are soft compared to other human combat ships so you can get away with "weaker" builds.

Combat ships are heavy, due to armour and A rated modules, and don't generally jump long distances.
Exploring ships are light and have smaller modules to save weight as to increase the jump distance, ie a 5A power plant instead of a 7A. The engineering you apply to modules also vastly differs.
Sure, you can stick weapons on an exploring ship, or take a combat ship out exploring, but you'll be seriously hamstringing yourself.
The best thig to do is build a combat ship and another one for exploring. If your explorer gets interdicted then don't fight and instead just boost, boost, boost and jump away.
That said, people do fly multi-role ships and in some cases prefer them to dedicated builds, but for me I find it limits the potential of what you can do in the ship.
Your 6E shield on your current build is not very good for combat. For combat you generally want the largest shield you can fit, so for a conda that would be a 7A.
shield...probably not a bi-weave one. Then a few 0A rated shield boosters to back it up. Engineering I would either go with thermal res or reinforced on the shields.
 
Got caught in three Tharoid raid lost my ship[ 3 times didn't stand a chance.
-well your weapons are not ax weapons they'll do little to no damage to thargoids human weapons for some reason have been changed to do little to no damage.
- depending on which thargoids and where you found them, running away is a valid tactic.
-two glaive and a medusa/hydra would be tough even for veteran ax players.

pip management for combat important:
Source: https://www.youtube.com/watch?v=z5CF1uO3aw8&t=6s


-are you wanting an ax ship *(thargoid)
-or take on human npc
-or actual pvp?
builds are widely different.
 
For AX combat you really need a focused AX build, here's a variation on the "SharConda" that a wing mate uses https://edsy.org/s/vsfNF6S with careful timing a few salvos will kill a Cyclops easily, however it will struggle against a bunch of scouts and a Glaive will destroy the shard cannons leaving it practically defenceless.

Personally I use a Krait mk2 https://edsy.org/s/vtVmnEO this is capable of soloing up to a Medusa in the planetary base combat zones and a Glaive can only render the 2 shards inactive. One of the best ships I've used for heart sniping is the FDL https://edsy.org/s/vN154yV the weapon convergence is excellent with the shards but it's not all that tough so you really need to watch the hull condition.

Currently the Krait mk 2 is a good multirole ship, as it can be a decent explorer/cargo hauler/AX combat/Human NPC comba, in fact you could use one ship hull with a selection of modules and weapons for all the different roles.

Here's an Krait mk2 explorer https://s.orbis.zone/mla8 not the highest jump range but it has all the stuff you need to get to Colonia and beyond (I used this build on a 2nd account to do just that)

This is what I use for HazRES https://edsy.org/s/vPoW3Z7 the biggest advantage of the Kraits is the highly efficient thruster boost cycle meaning you can boost almost continually on 1-2 engine pips

I prefer to build a wide selection of ships for different roles e.g. the Dolphin makes an excellent bubble taxi, decent range and because it runs cool you can start charging the FSD in the middle of scooping https://edsy.org/s/vPoW3Z7
 
Exploration and Combat builds are at the other end of the spectrum to each other.
Then Thargoid combat and NPC combat builds differ vastly as well.
Then to confuse the matter even more the builds can/will change depending if you flying in open or if you're a solo player only engaging NPCs in combat. NPCs are soft compared to other human combat ships so you can get away with "weaker" builds.

Combat ships are heavy, due to armour and A rated modules, and don't generally jump long distances.
Exploring ships are light and have smaller modules to save weight as to increase the jump distance, ie a 5A power plant instead of a 7A. The engineering you apply to modules also vastly differs.
Sure, you can stick weapons on an exploring ship, or take a combat ship out exploring, but you'll be seriously hamstringing yourself.
The best thig to do is build a combat ship and another one for exploring. If your explorer gets interdicted then don't fight and instead just boost, boost, boost and jump away.
That said, people do fly multi-role ships and in some cases prefer them to dedicated builds, but for me I find it limits the potential of what you can do in the ship.
Your 6E shield on your current build is not very good for combat. For combat you generally want the largest shield you can fit, so for a conda that would be a 7A.
shield...probably not a bi-weave one. Then a few 0A rated shield boosters to back it up. Engineering I would either go with thermal res or reinforced on the shields.
Thanks for that feed back I tend to fly solo only do combat when I'm in a situation where I dont have a choice so I need some fire power and sheilds, I dont try to go for Thargroid what actually happened I got jumped in a system I should have stayed clear of by 1/2 dozen scouts I think. By the time I could jump clear it was to late sheilds took a hammering my fire power was hopeless, let alone the power to run what I have on board. Ran out of bullets power pips on weapons was quickly a big fat ZERO. needless to say I died.
 
-well your weapons are not ax weapons they'll do little to no damage to thargoids human weapons for some reason have been changed to do little to no damage.
- depending on which thargoids and where you found them, running away is a valid tactic.
-two glaive and a medusa/hydra would be tough even for veteran ax players.

pip management for combat important:
Source: https://www.youtube.com/watch?v=z5CF1uO3aw8&t=6s


-are you wanting an ax ship *(thargoid)
-or take on human npc
-or actual pvp?
builds are widely different.
Thanks for that feed back I tend to fly solo only do combat when I'm in a situation where I dont have a choice so I need some fire power and sheilds, I dont try to go for Thargroid what actually happened I got jumped in a system I should have stayed clear of by 1/2 dozen scouts I think. By the time I could jump clear it was to late sheilds took a hammering my fire power was hopeless, let alone the power to run what I have on board. Ran out of bullets power pips on weapons was quickly a big fat ZERO. needless to say I died.
 
-well your weapons are not ax weapons they'll do little to no damage to thargoids human weapons for some reason have been changed to do little to no damage.
- depending on which thargoids and where you found them, running away is a valid tactic.
-two glaive and a medusa/hydra would be tough even for veteran ax players.

pip management for combat important:
Source: https://www.youtube.com/watch?v=z5CF1uO3aw8&t=6s


-are you wanting an ax ship *(thargoid)
-or take on human npc
-or actual pvp?
builds are widely different.
Im really mainly wanting jump range I avoid Thargoids .. (would have a dedicated build for that I think would be best) I mainly explore with this ship but want to be able to shoot back if attacked by pirates and have shields and power enough to put up a fight for survival and do some damage. Not sure why I had such a short burst of fire power on what I have on board. Is that a power issue or lack of ammo if so how do I fix that without jeopardizing jump range and shield strength. I'm pretty sure anaconda can do more then 31ly jumps. Seems to extend that I have to dump some weapons (weight). Yes I probably should have more ships but I want to try and get the most out of Anaconda.

Key points: extended jump range, good sheild protection, weapon power that can put up a reasonable fight if I'm in a fix.

cmmdr CM
 
Im really mainly wanting jump range I avoid Thargoids .. (would have a dedicated build for that I think would be best) I mainly explore with this ship but want to be able to shoot back if attacked by pirates and have shields and power enough to put up a fight for survival and do some damage. Not sure why I had such a short burst of fire power on what I have on board. Is that a power issue or lack of ammo if so how do I fix that without jeopardizing jump range and shield strength. I'm pretty sure anaconda can do more then 31ly jumps. Seems to extend that I have to dump some weapons (weight). Yes I probably should have more ships but I want to try and get the most out of Anaconda.

Key points: extended jump range, good sheild protection, weapon power that can put up a reasonable fight if I'm in a fix.

cmmdr CM
 
Thanks for that feed back I tend to fly solo only do combat when I'm in a situation where I dont have a choice so I need some fire power and sheilds, I dont try to go for Thargroid what actually happened I got jumped in a system I should have stayed clear of by 1/2 dozen scouts I think. By the time I could jump clear it was to late sheilds took a hammering my fire power was hopeless, let alone the power to run what I have on board. Ran out of bullets power pips on weapons was quickly a big fat ZERO. needless to say I died.
You always have a choice with combat. Boost, boost, boost then low or high wake away.
The reason your weapons drain quickly is probably due to the Power Distributer. For a combat conda you'd want an 8A charge enhanced PD...but these are heavy are reduce your jump range....in fact anything combat focused is going to be heavy and increase your weight and reduce your jump range.
You can use the Coriolis ship building web site to try out different loadouts and tweak builds before you do them in game. Here's a basic conda:
Even with A rated modules, for combat and a slightly smaller class 7 power plant and an increase range engineered FSD you're only getting 38ly:
...and this doesn't include weapons, armour or utilities, which when added would bring you to sub 30ly jump range.
You are also going to need to unlock engineers and engineer the living daylights out of the modules to achieve the best performance for what you want.
have a play around on the Coriolis web site and try out different conda builds with diff engineering.
Personally I'd ditch the conda and buy a Krait Phantom for exploring and a Krait Mk2 for combat...but that's because I hate the conda so much. I don't fly any of the big ships apart from my T9 for cargo transport and Orca for research.
 
The difficulty you've got is that jump range and survivability in combat are two things that work against each other, so it depends what you want to compromise (and hybrid builds will need much more engineering if you want them to be effective in their multiple roles).

Personally my ideal with any ship build is aim in the direction of a damage output of a bronze age god. https://s.orbis.zone/mlg4
Regular gimballed frags will work just as well if you don't want to do the powerplay unlock for pacifiers and you don't need this level of engineering for this to be effective. Just get in close and unload.

More jump range is of course possible if this isn't enough. It's just how much of the defences you want to rip out.

Also, in case you haven't unlocked the FSD booster from a guardian site, if jump range is your thing I would look at prioritising that (youtube is your friend here if you're not sure how).
 
Also, in case you haven't unlocked the FSD booster from a guardian site, if jump range is your thing I would look at prioritising that (youtube is your friend here if you're not sure how).
Great point! Completely forgot about those :D
Also nice to see someone else using reactive armour with a small thermal HRP ;) It's the only way to fly imo.
 
You can build for a survivable explorer, or you can build for combat. The two do not go together and if you try, you'll end up with a ship that can't do either of them as well as you want. You can achieve very good jump range for exploration that is survivable, by that I mean it will escape a combat situation (even a player gank), but it is NOT a combat build, don't even try. Let me give a couple of examples.

Sturdy exploration build: 66LY jump range, good fuel scoop, exploration gear inc. double SRV bay. Will easily survive a bounce off the ground, and will be able to just jump out of any combat situation. Technically you could put weapons on it (and that'll bring range down to the 40's) and even kill some weaker NPCs, but don't be tempted as it will not perform well at all. This will get you pretty quickly to everywhere except the absolute fringes of space.

Here's a combat build that I've made "explorable". This would fly to Beagle and back (albeit slower) and be super-tough, will kill any NPC you come across. It's primarily built for combat, thus 39LY range.
 
I mainly explore with this ship but want to be able to shoot back if attacked by pirates and have shields and power enough to put up a fight for survival and do some damage
You won't. That is, unless you seriously want to compromise your jump range. Sure, you can go exploring in a combat ready Krait Mk.II or iCourier, but you'll scrape along with just over 30 ly jump range. Which is sufficient to reach Beagle Point, but not really for the impatient.
The other thing is - once you're outside the Bubble (or the Colonia region), you won't encounter (NPC) pirates. None. Nobody. So you'll be schlepping all that stuff around just for the two or three (ok, with that reduced jump range, make it 4..6) jumps you need to get out from so-called civilization.

Another thought: are you playing in Odyssey (i.e. with exobiology)? In this case, I'd even more strongly advocate against an Anaconda. Unless you like walking or driving your SRV (and trying to find bacterial colonies with your viewpoint barely a couple of meters from the surface). Thing is, the 'conda not only maneuvers like a cow in space, she also needs a lot of flat space to put down. Which, especially for some bios, can be in extremely short supply. Oh - and you can't see where you're going on a planet 😁. A few updates ago1, I started out (from Colonia) in an exploration Phantom. Nice ship, good ground view - but still requires quite some parking space, so I swapped it for a DBX. Compromises refuelling (due to the relatively small scoop), but can land anywhere you could put down a towel. In most cases I don't even have to leave the blue circle to get my bio scan. Of course, should I ever encounter hostile forces, I can only run. But, as i said, there are none out here. And aggressive Thargoids are only in the war zone.

1I'm running an AMD GPU and play in VR. One of the driver and/or Ody updates broke the planet rendering. Until a couple of months ago, I could still keep on with an old driver, but that one isn't easily available from AMD any more, and I don't want to spend more time working on my setup than actually playing. So right now, any planetary stuff for me is restricted to Legacy 🤷‍♂️ (unless I want to switch completely to pancake mode).
 
It's a sliding scale of sacrificing jump range for durability, but ~3500 shield EHP isn't too bad
Yes it is. You've taken out the SCBs too, so you have removed a lot more than 46% of the shield. This build isn't good for combat. This is the point I was trying to make, trying to achieve both high range and combat ability results in a flying coffin if you actually try to fight with it. If your build comes up against mine, yours will die. If your build comes up against a high rank NPC anaconda, it will die or have to run away.

Your build is tough, but you'd be better off just taking the weapons off completely and saving the extra weight, because it's not fighting much with those build choices.

You went for a 7D enhanced low-power shield, when a 6D Reinforced high-cap is the same weight and stronger? Why?
Switching back to the 6D Reinforced, the shield is now slightly stronger with better resistances for the same jump range, and still within the available power.
 
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Anaconda .. Some suggestions on how to build with theses goals in mind Distance for exploring (currently 31 LY) Be able to defend myself and inflict damage with power for my weapons and shields (which need improving)

Current set up: F/shift 6a and Guardian 5H
Power plant 7a (recently was in a squeamish after a few bursts of weapons .. dead weapons or no power left.
Power Dist 8A
Sheild boosts 3 x 0B
Sheild genertor 6E

Weapons: 2x 3f laser, 3D cannon and 3E cannon, 2E beam laser, 2D beam laser, 2x 1E cannons.

Don't quite get all the engineering any steer in the right direction to meet my objectives would be appreciated. Got caught in three Tharoid raid lost my ship[ 3 times didn't stand a chance.

A little frustrated Commander .. the crew even more ed.

Cheers cmdr Craigorious
Get rid of the Anaconda. Get yourself a Krait Phantom - king of all exploration ships.

To get the jump range out of an Anaconda, you have to pretty much turn it into the most poor handling, pain in the butt ship to fly in the game. A Phantom will jump nearly the same distance and is a pure pleasure to fly.
 
Thanks for that feed back I tend to fly solo only do combat when I'm in a situation where I dont have a choice so I need some fire power and sheilds, I dont try to go for Thargroid what actually happened I got jumped in a system I should have stayed clear of by 1/2 dozen scouts I think. By the time I could jump clear it was to late sheilds took a hammering my fire power was hopeless, let alone the power to run what I have on board. Ran out of bullets power pips on weapons was quickly a big fat ZERO. needless to say I died.
You brought a knife to a gun fight. Human weapons don't do very much damage to scouts. You cannot avoid thargoid interdictions or hyperdictions, so you either bring AX weaponry, or you run. Running means ideally to be faster than 250 m/s for scouts, 530 m/s for Basilisks and 450 m/s for the rest of the bunch. You can get by with a bit less if your ship is nimble and you have your wits about you and some piloting skills, and keep a cool head.

As for human NPCs: You always have the choice. You can win any NPC interdiction, even in a T9.

As others have said: If you want to explore, build an explorer. If you want to fight, build a combat ship. Those two don't mix. And to avoid surprises while navigating your explorer around the bubble and especially near the war zone, use your most powerful weapon: Your brain. Be aware where you navigate instead of just trusting the route plotter and following blindly.
 
@commander craigorious - Just build two Anacondas - one for combat, one for trade/exploration.

You could attempt to compromise by building a Cutter with big shields and lots of Guardian Frame Shift Drive Boosters...But even then, Thargoids (and Gankers) will rip it to shreds.
Different ships for different roles is the way forwards o7
 
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