My PvP setup for Anaconda - share yours

Efrit

Banned
After weeks of trial, I have come up with this. ED shipyard link

Pros:
- Major staying power. Nothing (and I mean nothing) will blitz your shields, you will always have time to make rationalized decisions based on the situation.
- Full laser load out means enemy shields drop like a hot knife through butter. And you know it, when shields drop about everyone starts to run.
- Intimidation factor. Enemy sees that you have 8 shield boosters and thinks "he must have little to none shield cells", but how wrong could he be.

Cons:
- Beams would do more alpha dmg. But they also drain your capacitator faster, and with good piloting its not hard to keep your weapons on target for longer. The DPS difference is negligible.
- Jump range takes a slight hit with all those cell banks, but then again jump range is not a factor in a PvP geared ship

You keep 3 cell banks active, and disable cargo hatch and put FSD on priority 2, rest on priority 1. Leaves just enough power to run the setup. When youre out of your first set of cell banks, you power them down and switch the next 3 on. Can be a bit tricky in the heat of battle, but then again you have so much shield strength you can quite comfortably do this. I've tanked several players and police vessels at the same time and had no problems.

Feel free to share your thoughts, criticism etc
 

Efrit

Banned
Oh and you make firegroups based on the side the weapons are. I have topside guns on group 1 (mouse 1), and bottomside guns on group 2 (mouse 2). When someone in a smaller ship is close, you dont have to waste dps and energy by shooting all guns when half of them are going to miss.
 
All pulses is pretty gimped, you don't need that many to take shields down easily you should mix in some preferred projectile weapons for better hull/subsystem hits once they are down and better energy management.

Though if your goal was space turtle you've achieved that :p
 

Efrit

Banned
All pulses is pretty gimped, you don't need that many to take shields down easily you should mix in some preferred projectile weapons for better hull/subsystem hits once they are down and better energy management.

Though if your goal was space turtle you've achieved that :p
Main goal of PvP is to down enemy shields (because thats when everyone turns tail and runs). Projectiles dont do that as well as lasers. And yes, its a space turtle, I dont fly in a wing that often so I'm usually against 2-3 ships at the same time.
 
Main goal of PvP is to down enemy shields (because thats when everyone turns tail and runs). Projectiles dont do that as well as lasers. And yes, its a space turtle, I dont fly in a wing that often so I'm usually against 2-3 ships at the same time.

2-3 ships will kill a conda unless they are terrible (and you choose to stay instead of jumping out like every other lame, boring conda :p), especially one running all fixed and while you are right that lasers strip shields the fastest as soon as your capacitor is empty 9 lasers function the same as however many lasers fit the optimum recharge time (usually 2 or 3) depending on size

by choosing all pulse lasers you've chosen the most efficient shield damage line for your initial capacitor charge, all beams would be the highest dps and all bursts (if possible) would be the highest if target frames are low. However as soon as you run out of power all of the previous scenarios perform worse than any mix of lasers + projectiles, as well as performing worse vs hull.

Generally speaking small ships crewed by skilled players will run mirrored, as the chances of projectile hits are very low vs vipers/cobras etc all lasers is especially weak to this.
 
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Efrit

Banned
2-3 ships will kill a conda unless they are terrible (and you choose to stay instead of jumping out like every other lame, boring conda :p), especially one running all fixed and while you are right that lasers strip shields the fastest as soon as your capacitor is empty 9 lasers function the same as however many lasers fit the optimum recharge time (usually 2 or 3) depending on size

by choosing all pulse lasers you've chosen the most efficient shield damage line for your initial capacitor charge, all beams would be the highest dps and all bursts (if possible) would be the highest if target frames are low. However as soon as you run out of power all of the previous scenarios perform worse than any mix of lasers + projectiles, as well as performing worse vs hull.

Generally speaking small ships crewed by skilled players will run mirrored, as the chances of projectile hits are very low vs vipers/cobras etc all lasers is especially weak to this.
2-3 ships kill my Conda if they are Condas too. With this setup I've beaten 2 FDL's at the same time in one instance, 4 vipers + Asp at the same time in another. I dont have to jump out against little ships. The only time I had problems was when a wing of 3 Vultures attacked me. And thats only because Vulture has crazy strong shields (OP if you ask me). All beams doesnt mean more dps, because they also drain your capacitator faster. The DPS difference is negligible, like I said. The only difference is alpha dmg. Bursts are just useless, pulse or beams is the best.

When I run out of power, there's an enemy ship or two without shields, running away, thus lowering the amount of dmg I'm taking and allowing me to recharge quite comfortably. The A8 power dist. has great recharge. Skilled players dont run any armor, especially in smaller ships because it severly hinders their mobility. Mirrored armor aint gonna help your Viper if youre constantly in front of my nose.
 
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2-3 ships kill my Conda if they are Condas too. With this setup I've beaten 2 FDL's at the same time in one instance, 4 vipers + Asp at the same time in another. I dont have to jump out against little ships. The only time I had problems was when a wing of 3 Vultures attacked me. And thats only because Vulture has crazy strong shields (OP if you ask me). All beams doesnt mean more dps, because they also drain your capacitator faster. The DPS difference is negligible, like I said. The only difference is alpha dmg. Bursts are just useless, pulse or beams is the best.

When I run out of power, there's an enemy ship or two without shields, running away, thus lowering the amount of dmg I'm taking and allowing me to recharge quite comfortably. The A8 power dist. has great recharge. Skilled players dont run any armor, especially in smaller ships because it severly hinders their mobility.

Your wrong, but your right, if you beat 2 FDL's in a conda they were absolutely dreadful, however I've had my share of truly terrible players so find this really not hard to believe in the slightest, my point is they shouldn't lose to a conda and basing a build around people you'd beat leaning out of the cockpit and throwing a wooden spoon at isn't sound pvp thinking, you build for vs the best, not for vs the worst. Its like you say 3 vultures gave you trouble because of their shields, but FDL's should be running 50% more than the highest vulture - bad players aren't worth speccing for.

Skilled players do run armour on small ships because it barely has any impact on their mobility other than top speed, that stuffs seriously light on the smaller ships there really isn't a reason not to if you were looking for pvp.

And the stuff about the weapons isn't really subject to debate its just how the maths plan out, if the capacitors big enough that you strip anything without needing to recharge i'd still swap to beams on several slots and put some projectiles/rails on.
 
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Efrit

Banned
Your wrong, but your right, if you beat 2 FDL's in a conda they were absolutely dreadful, however I've had my share of truly terrible players so find this really not hard to believe in the slightest, my point is they shouldn't lose to a conda and basing a build around people you'd beat leaning out of the cockpit and throwing a wooden spoon at isn't sound pvp thinking, you build for vs the best, not for vs the worst. Its like you say 3 vultures gave you trouble because of their shields, but FDL's should be running 50% more than the highest vulture - bad players aren't worth speccing for.

Skilled players do run armour on small ships because it barely has any impact on their mobility other than top speed, that stuffs seriously light on the smaller ships there really isn't a reason not to if you were looking for pvp.

And the stuff about the weapons isn't really subject to debate its just how the maths plan out, if the capacitors big enough that you strip anything without needing to recharge i'd still swap to beams on several slots and put some projectiles/rails on.
They werent bad, they were good. But I just have too much staying power. Once the first one dropped shields he started to run, and soon after his friend followed. I'm not speccing for the worst, I'm speccing to beat anything in almost any scenario. And thats what this build does.

Okay, I believe you that mirrored doesnt hinder mobility that much, its been a long time since I've flown a Viper/Cobra. It still wont save you. The only things that require more than one recharge are Vultures (theyre fast, and have crazy shields, Pythons, Anacondas etc). Post-nerf rails are bad. Projectiles need to be gimballed and some people run chaff so not an option. And like I said, doing hull dmg is not a priority in Pvp, since almost everyone I've fought starts to run once their shields drop, and the Conda cant really chase anything.

I've played around with beams, sacrificing shield boosters down to 5 and some shield cells. But I dont think the increase in alpha dmg is worth sacrificing so much shields over.
 
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To be honest most pilots would take a quick sniff at the loadout see the full booster loadout and leave you alone, or maybe just spam you for a bit and then leggit.

A couple of tooled up Pythons or FdLs working together efficiently would give you trouble though even with that shield armada.
 

Efrit

Banned
To be honest most pilots would take a quick sniff at the loadout see the full booster loadout and leave you alone, or maybe just spam you for a bit and then leggit.

A couple of tooled up Pythons or FdLs working together efficiently would give you trouble though even with that shield armada.
Yeah, I've asked several other Condas and Pythons to 1v1 me, but they dont want to touch this booster setup. 2 FDL's tried to work me, but lost. Not that I have huge experience, but it was nice to beat them anyway. I've read your posts here and you seem to have experience in PvP too, do you have any other suggestions considering Conda pvp loadouts? I've tried most of them, mixin some beams in, rails etc, sacrificing shields for more alpha dmg. This setup seems to work best for me.
 
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Wouldnt make sense to not run that many shields on a PvP conda though. I don't really feel like dumping 25m every other fight because my shields dropped
 
How on earth will you be able to destroy any other ship with just fixed pulses on a condo? :eek:

Any decent pilot will stay on your ass, and you'd only be looking at empty space all of the combat.
 
How on earth will you be able to destroy any other ship with just fixed pulses on a condo? :eek:

Any decent pilot will stay on your ass, and you'd only be looking at empty space all of the combat.

what he says ^^ also if it's for pvp why do you need the advanced disco scanner?
 
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Efrit

Banned
I don't really feel like dumping 25m every other fight because my shields dropped
My shields have never dropped.

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How on earth will you be able to destroy any other ship with just fixed pulses on a condo?
eek.png


Any decent pilot will stay on your ass, and you'd only be looking at empty space all of the combat.
Easy, you just point them at the target and press fire. PvP isnt about destroying the ship, its about dropping the shields. And a bad Conda pilot would let someone stay on his ass.

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what he says ^^ also if it's for pvp why do you need the advanced disco scanner?
What else to fit in that slot? It doesnt draw power and has an insignificant mass.
 
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