Best Ship for Conflict Zones?

I've tried many ships for conflict zones all A specification and I have not found anything that beats the Vulture for credits per hour. If you can remain close / right behind your target, which you should be able to it is very hard to get hit unless a few ships gang up and you do more damage the closer you get. It is a completely different style of flying to the larger ships though. It attracts far less fire than larger ships as well.
 
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I'll throw a question to those that support the Anaconda as the best CZ ship:

¿What weapon configurations are you using?

I say this because, in my experience, with full pulse-laser loadouts, it seems the Python is more consistent than the Annie. It has less hardpoints, but the "extra" hardpoints on the Anaconda are on the lower back side of the ship, and they're difficult to use properly. Most of the time they're not firing, while the Python hardpoints are in great position to sustain fire indefinetly. That, coupled with the slower and sluggish Anaconda, means you can't reach your targets on time or stay on target as much and as often as with the Python.

Defensively, both can get out of very thight spots, and both can stay fighting for a long time. Annie has an advantage in module capacity and SCBs but its greater size and profile "seems" to get hit more often than the smaller ship.

I "feel" I'm more efficient in the Python. Any thoughts about this?
 
Close, but no. The clipper and courier are best in AI combat because they have the indisputable ability to -escape- using speed. They don't have to rely on shield cells, so can use them more efficiently in concert with chaff. They have more firepower than the Cobra and Viper, more armour and shielding, and when used well will let you handle any and every circumstance, including the 'dreaded focus-fire' with casual ease.

just talking about the courier in comparison to vulture, python (and dbs): this is somehow true. i'm totally impressed how the courier performs in cz. basically you simply run if enemies group up, often you don't have to use scb at all, you are out of reach for most before anything hits hard.

Under those criterias, you should really try the diamondback scout.

Same hardpoint, close to the same speed and is as nimble as a vulture. Also has a better power plant.

same goes for dbs somehow, but much weaker shields than the courier. dbs has not so much of a power distributor problem as has the courier.

actually, if you are not such a good combat pilot (I am not - hope to get there!) taking a small ship will help you, because npc don't group up that often. in my python i have to retreat more often from a cz than in a dbs or courier.
 
The Clipper is a large as an Anaconda yet has worse shields than the Python. The larger the ship the more fire it seems to attract in conflict zones. Between an A spec Clipper, Vulture or Conda I would take the Vulture for Conflict zones and the Clipper for everything else.
 
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For maximum cr/hr with minimum initial investment: Vulture.

There isn't a CZ out there where you can't hoover up bonds at an industrial scale in an A/B Vulture. You can't just point it at a blob of red blips like you can with a battle Conda, you have to avoid taking on more than three at a time, and you do have to pay attention because you can't pack many SCBs, but with those simple caveats in mind the Vulture will have you earning millions/hr after only a relatively tiny initial investment (compared to Python and Conda).

The only thing that might stand as a black mark against the Vulture is that it makes CZs pretty boring after a short while because there's almost zero threat (if you're playing wisely) and the endless pew-pew of the dual Pulse does feel like its actually drilling into your own skull after a while. :)
 
Hello Commanders, I'm currently running an all A-Graded out combat Python right now and I've been having a lot of success in conflict zones. But I would like to know all of your guys opinions on which ship you think is the best to farm conflict zones. Which one can bug zap the small ships and pop the powerplant of big game quickly the best. Your answers are greatly appreciated. (=

Its the python or the conda for "farming", everything else has less staying power and less damage output.
 
Anaconda, Python, FdL, Vulture. Talkin about A grade ones.

With these 4, I can CZ all day/night until bored. None of them is perfect, but they all can do a job very well.

Anaconda
have biggest defences & firepower, but it is quite slow and its hitbox is large... chaff dont help much here in order to avoid shots. But it can take many threads at once, and who would not love that firepower of almost 3 Vultures in single ship?

Python does feel like have bit worse turn rates compared to Anaconda, but at same time it have good balance with speed, defences and firepower. It dont have such big hitbox as Anaconda, but it can mix fixed/gimball weps for combat at all distances as well.

FdL have that huge hardpoint wich make short work of all that wich is bigger than itself. Very fast, can have loads of chaff, so if pinned down, can quickly get out of range of threads. Requires some practice to master it, but afta that flyin it is a pure joy.

Vulture have one thing that rest of them aint got, the ability to stay in tail of anything. Skilled pilots can avoid sights of enemy fire forever. But being too cocky with it, npc's can force to bail out from CZ rather quick. Rebuy is nothing compared to rest above.
 
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If you want a white knuckle thrill ride take a Sidewinder. After 30 minutes in a war zone you really start to appreciate the bigger ships you own :)
 
I'll throw a question to those that support the Anaconda as the best CZ ship:

¿What weapon configurations are you using?

I say this because, in my experience, with full pulse-laser loadouts, it seems the Python is more consistent than the Annie. It has less hardpoints, but the "extra" hardpoints on the Anaconda are on the lower back side of the ship, and they're difficult to use properly. Most of the time they're not firing, while the Python hardpoints are in great position to sustain fire indefinetly. That, coupled with the slower and sluggish Anaconda, means you can't reach your targets on time or stay on target as much and as often as with the Python.

Like it or not, some of the hardpoints of the Conda are not designed for frontal fire, but for placement of turrets.

Turrets are certainly not popular among the comunity, no doubt about that, but I use them with complete succed, at least at PvE.

Still without A grade thrusters, turrets allow me to hit the target almost constantly even while it's not in the very front, and that is important.

There is no use of some good, powerful and energy hungry fixed of gimballed guns if you cannot point at the enemy the sufficient time to actually hurt it.

Turrets still need to be busted to be more effective, specially when it comes to configure their behaviour. Besides, I consider a mix of turret and fixed weapons the way to succeed with the Conda.

Still need to try out the config at PvP though...
 
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Don't spend too much money: in a A graded Vulture, no NPC will really be a threat. I make more than 2 millions per hour and only go out when tired. I'm there without a single SCB and when I'm out of chaffs, I'm just a little more careful around elite anacondas as they tend to pack some punch. SCBs won't do you good if you want to endure over time. Instead, get an A0 shield booster, military grade (or mirrored SC) plates and a D4 hull reinforcement. You'll be surprised to see how long you can fight without a shield, should it go down. You're fighting AI, not vicious players. Also, get an A grade life support system, if you can. A Vulture canopy is made of recycled grocery bags plastic. It *will* break first.

I frequently get teamed by two or three ships, incuding annies and pythons combos, and can't even sweat for the sake of it. I'm just careful about their ranks when it happens and even then only Condas and a few harassing pythons can represent a substantial danger. For anacondas, competent to master, you can walk on them. Expert, deadly, dangerous means focus a bit, elite means, well, focus a bit more. If they really are after me, I never hesitate to run away a bit and eliminate the pursuers if any.

The only time I was forced to bail out and come back was the well done job of an Asp. Those guys are equipped with rails, and use them extensively and accurately. He broke my canopy and since I had a crappy life support, I had to repair ASAP.
 
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I would put myself in the Viper camp too. I mean, I know I'm no threath to anyone serious in a Viper. The ship just doesn't have the firepower or shields to do or receive any real damage. But how fun it is to zip by at 440 spd with 4 multicannons blazing! Fly like a butterfly, sting like a bee.
440m/s? Are you sure? What is your build? Also when you boost subsequently, do you remain above 400-420m/s? Or drop below that, then boost, then drop below, then boost, etc..?

I used to fly a Cobra at conflict zones, either full cannons to take down shieldless Python/Anaconda, or one small beam and full missiles to take down small ships and get merits.
They fly around 455m/s with empty tank, and stay above 420m/s in a straight line...perfect when there are other commanders from opposite faction around you :)
 
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Python --> for a relaxing Res

Anaconda --> for a "mining" Res

Fdl, Clipper, Vulture --> for a "fun" Res

Edit

Just had a bad day. Forget the Post, Op (I have read Res instead CZ)
 
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Python --> for a relaxing Res
Anaconda --> for a "mining" Res
Fdl, Clipper, Vulture --> for a "fun" Res
For a fun RES, full laser dropship which has the same firepower as a FdL, and it drifts (semi flight assist off feeling!)...mind the asteroids... :)

PS: No kidding, i REALLY had fun with this guy!
 
In general every ship after the Vulture (except the freighters) has an easy time in combat zones. The more shields, SCB's and weapon slots, the faster you rack up those combat bonds.
Couriers, Diamondback (Scout)s & Co. are fun as well, but may take a bit longer.

The only real advice i'd have to give is to reposition and hide among allies if you draw too much fire, but thats possible in (almost) any ship.
So fly what suits you best and be mindful of your surroundings.

And at least a few medium sized weapons help. Bringing down large vessels with only Class 1's, while certainly possible, takes ages.

It can also be quite random. Sometimes i get focused in my Python constantly and have to bail early to rearm. Sometimes i can farm in my Courier for hours completely undisturbed. Or vice versa.
 
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