What are your Viper Loadout's for fighting Elite Anaconda Kill Missions?

I've played with a few different builds, some effective, some not. Sometimes the enemy acts extremely aggressive, to the point where there is not hope in hell on staying on their tail, and other's that sometimes seem to give up. Lately Anaconda's seem to be bursting down my thrusters, the second my shields go down as I'm making my way behind it, it seems like my thrusters go from 100% to 40% in 2 seconds, even while Chaff is going off.

Pretty effective methods for me are.

The Lancer: Typical Viper setup (2xC1 Fixed Beams with 2xF2 Multi Cannon) - *Lance their shields down from afar 2.5km - 3.0km (while reverse thrusting). Then go in for the Power Plant multicannon kill - Takes usually 5-6 mins

The Brawler: One of my favorite setups so far (2xF2 Pulse Lasers and 2xF1 Fixed Pulse lasers) - These things melt shields at a consistent rate while providing burst spots. You cannot hold both down continuously (almost), but can provide some quick burst while then spamming the pulse fixed for constant stream of shield eating goodness. You can take the Anacondas shields down faster than it can to you even without Chaff, but be careful, they go for the throat.

I've tried a few Rail Gun setups etc but to no avail. I'm running 0 shield cells as well. Get's a little scary. Any other effective setups out there you guys like to run? I'm not very good at experimenting with builds, I honestly like to take other peoples as a base and work from there, it's how I've always worked in games.

This is what I typically run for an all around ship. Bounty Hunting, Combat Zones, Assassination Kill Missions etc. http://edshipyard.com/#/L=30M,5Rr5Rr5QG5QG01Q3we,314s4s4s3m4s5K3c,05U7PcmpT9pC
 
I fly a Viper and am new to combat. I have trouble staying in view of the target never mind on their 6!

I don't have the skill or confidence to take on a whopper of a Anaconda! Unless of course there's the local jam sandwhiches ganging up on it.

Well done chaps! Take me hat off to you.
 
Quad gimballed multicannons, shield cells, lots of FA-off turns and boosts. Not pretty or elegant but gets the job done.
 
Haven't tried this one yet. Im giving the PA build a go right now and about to get my target. Will try Quad Multi after.
 
I run with:
http://edshipyard.com/#/L=30M,7u57u55QH5QH01Q,314s4s503w4s5U3c,05U7Pc7dg02M

It's purely for assassinations, as there's no ability to fit a KWS in there. It's also weighted heavily towards the fact I'm not much of a "maneuvering" pilot e.g I usually play chicken, or wind up in prolonged situations where we're staring down each other's barrels. Despite that, I usually come off with <10% hull damage, if that.

On an aside, some sort of "auxiliary power module" would be nice. Takes up an internal slot, provides a small boost to power (Class/rating dependent, anywhere from 0.1 up to 3.0 or something?)
 
Small beams, med multi cannons, both set gimballed. Target subsystem powerplant. A equipment everywhere else. Mirrored armor.
I haven't changed the killing technique, it still works, just takes longer now.
Reverse thrusters, lateral down thrusters to keep below the nose of the conda, chaff, point defense for missles. Keep distance varied between 1.5km for fighting, and 3km for when you want your shields to get a breather. Hope cops come to help, but not necessary.
 
Do you run into heat issues running 2 PAs?

as long as i shoot the PAs first then use the beams im fine. u will probs have to turn off some stuff to even use them though.

if u can get both PAs to hit the power plant on a conda i think 4 shots will kill it. but i usually miss after the first 2.
 
I run with:
http://edshipyard.com/#/L=30M,7u57u55QH5QH01Q,314s4s503w4s5U3c,05U7Pc7dg02M

It's purely for assassinations, as there's no ability to fit a KWS in there. It's also weighted heavily towards the fact I'm not much of a "maneuvering" pilot e.g I usually play chicken, or wind up in prolonged situations where we're staring down each other's barrels. Despite that, I usually come off with <10% hull damage, if that.

On an aside, some sort of "auxiliary power module" would be nice. Takes up an internal slot, provides a small boost to power (Class/rating dependent, anywhere from 0.1 up to 3.0 or something?)


Well you could fit a KWS on there, with some power management you could shut down your cargo hatch+FSD (cant use it anyways when when hardpoints are deplpoyed).
 
Well you could fit a KWS on there, with some power management you could shut down your cargo hatch+FSD (cant use it anyways when when hardpoints are deplpoyed).
Hmm, fair call. I might play around with power priorities a bit...
 
Ive taken a few out. I use b shields pulse lazers and dumb ass missiles.

I just tried one tonight though elite lord n he pasted me twice i had to run.

Gonna give him a try tomorrow with shield cells and maybe swap out the missiles. Not sure what with tho...
 
Honestly, so far the most effective has been the 4x Gimballed Multicannon method with Flight assist off and circling constantly in and out at 1.2km-2.0km. Poke in and out to blast the shield off. Then continue to strafe and kick its ass. Only downside is the ammo cost, but that's nothing compared to effectiveness/survivability/time. Should probably fit a shield cell for even added survivability.
 
http://edshipyard.com/#/L=30M,7u57u55QG5QG01Q3wo,2-4s4s4s3m4s4s3c,7fO7Pc7dq4wE

I'm of the "get really, really, really close" school of anaconda hunting.

Obviously I only power one SCB at a time. Really don't need both, but didn't have anything in particular to put in the other internal slot, and this way I can do more anacondas in between resupply even if I screw up and have to burn extra SCB (when I'm doing good, I can often get away with 0-2, but I might use 4 if I screw up or if the target is particularly agile). With 2 SCB I can basically kill anacondas until my MC ammo is dry.

Lightweight alloy isn't an error - I run with that to lighten the ship. Obviously my whole strategy is predicated on my shields never collapsing (which is often very quick death if it occurs).
 
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http://edshipyard.com/#/L=30M,7u57u55QG5QG01Q3wo,2-4s4s4s3m4s4s3c,7fO7Pc7dq4wE

I'm of the "get really, really, really close" school of anaconda hunting.

Obviously I only power one SCB at a time. Really don't need both, but didn't have anything in particular to put in the other internal slot, and this way I can do more anacondas in between resupply even if I screw up and have to burn extra SCB (when I'm doing good, I can often get away with 0-2, but I might use 4 if I screw up or if the target is particularly agile). With 2 SCB I can basically kill anacondas until my MC ammo is dry.

Lightweight alloy isn't an error - I run with that to lighten the ship. Obviously my whole strategy is predicated on my shields never collapsing (which is often very quick death if it occurs).

Just curious with this setup, how do you enable the SCBs given you have 99% power taken with both disabled? What do you shut down in combat to run it?

Cheers
 
Just curious with this setup, how do you enable the SCBs given you have 99% power taken with both disabled? What do you shut down in combat to run it?

Cheers

My power priorities:

P1: All essential systems
P2: Shields
P3: All Weapons
P4: My SCBs, chaff & KWS
P5: FSD, cargo hatch, fuel scoop. If I had an interdictor, I would put it here as well.

The FSD, hatch, and fuel scoop powering down (automatically when hardpoints deploy) give me enough headroom to enable one SCB at a time; I always keep one or the other powered. If I screw up and power both, it's only the SCB, chaff, and KWS that become unpowered from the overdraw.
 
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My power priorities:

P1: All essential systems
P2: Shields
P3: All Weapons
P4: My SCBs, chaff & KWS
P5: FSD, cargo hatch, fuel scoop

The FSD, hatch, and fuel scoop powering down (automatically when hardpoints deploy) give me enough headroom to enable one SCB at a time; I always keep one or the other powered. If I screw up and powered both, it's only the SCB, chaff, and KWS that become unpowered from the overdraw.

Thanks! Will give this a go as well!
 
[Viper]
M: 2F/G Multi-cannon
M: 2F/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
U: 0E Kill Warrant Scanner
U: 0I Chaff Launcher

BH: 1I Military Grade Composite
RB: 3A Power Plant
TM: 3A Thrusters
FH: 3A Frame Shift Drive
EC: 2A Life Support
PC: 3A Power Distributor
SS: 3A Sensors
FS: 2C Fuel Tank (Capacity: 4)

3: 3E Cargo Rack (Capacity: 8)
3: 3A Shield Generator
2: 2A Shield Cell Bank
1: 1A Fuel Scoop
---
Shield: 115.57 MJ
Power : 10.21 MW retracted (85%)
12.43 MW deployed (104%)
12.00 MW available
Cargo : 8 T
Fuel : 4 T
Mass : 116.1 T empty
128.1 T full
Range : 12.84 LY unladen
12.04 LY laden
Price : 2,947,061 CR
Re-Buy: 147,353 CR @ 95% insurance

Deployed figure with FSD & Fuel Scoop shut down. Shutting down Cargo Hatch makes it 99%
 
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Ya, I am REALLY liking the Gimballed Multicannon setup! Uses a lot of ammo but its so worth it once those shields are down!
 
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