PvP Defence/tactics against engineered PVP rail-guns

A few PDTs, combined with quickly assessing which ship(s) has the FSD disruptor so you can point the PDTs at them, will help a lot in these scenarios.

Disable your thrusters through damage, or with things like pulse disruptors/scramble spectrum lasers/ion mines?

Yeah, the sort of loadout you can put on a python is murder against larger vessels.

I had a chat with the guy afterwards and asked how they were targeting my modules so effectively. He said that rail guns with the super penetrator effect were responsible.
 
Good damage resistances and MRPs are passive defenses that will buy more time against railgun fire. Active mitigations include staying as close as possible, keep moving, trying to break sensor lock, and/or shaking the rail user to disrup their aim. All of these can be difficult to do against a faster ship.

Railguns are actually more effective against modules at range because of the microgimbal/snap-to-target effect allows accurate fire at distances where maneuver is almost meaningless.
 
Hi guys - here is my Anaconda build. Be gentle.

https://s.orbis.zone/2rc-

Very solid start! You're better off than you realize though you'll see there's tons of room for improvement build wise. This will only crank up the benefits you gain from improving your pilot skills. OK, here's what I came up with...

...couple points though, first!

1) I've got some experience in the Anaconda but I am not a professional PvPer in it by any means. This build is just focusing on your defenses and power generation/priorities. I've focused on "best practices" that serve most ships. Folks like Morbad can get into the details of big ship combat (Module Reinforcement Points and utilities like Point Defense) better than me.

2) Hopefully others will be along to improve it further!

Biggest changes:

1) Armor: CHECK OUT THOSE NUMBERS BABY. Basically got Lightweight on the Reactives and then one small Thermal HRP for max resists. Rack as much HD hull as you can from there. Added a MRP instead of the Guardian Shield Booster (this helps power later). Secondaries should always be Deep Plating for that sweet HP increase.

2) Shields: Thank you for not using a Bi-Weave Shield. Seriously. You can't regen anything with that during PvP in such a huge target. Went with High Cap shields for max HP. Shield boosters are the biggest change. Added a Thermal plus two Resistance Augmenteds. Idea is you're stronger against Kinetics, PAs, and while weaker to Thermals they have less damage than the other two categories anyway. Plus you can't premium lasers! Changed Shield Cell Banks to what gives you faster spin up (don't worry about heat... more on that in a minute). Could save you valuable time if an enemy messes up a bank cancelling shot!

3) Power: This is my favorite part. G5 Armored with Thermal Spread. The Holiest of Mods. More power, better thermal spread, and not enough weight to matter. Plus it's built like a neutron star. Weakest point on the Conda once shields are down is the power plant. This is the way, my friend. Now look at your power priorities. Everything you don't need in combat is turned off and you've got plenty to spare! You're PIPs will be easier too thanks to better thermal load when firing weapons and using banks. Sure, you've got thermal vent, but every bit helps!

Oh, and another nice thing? If you get hit by Scramble Spectrum or your Power Plant gets destroyed you can run all the things you need to escape at 40% power. Can even use the Heat Sinks if you have any left.

Link: https://s.orbis.zone/2re9

EDIT: Got so excited about the armor I forgot the MRP. Derp.
 
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Hi guys - here is my Anaconda build. Be gentle.

https://s.orbis.zone/2rc-
As far as "I've never played in open" builds go, I've seen much worse.

I think Phisto covered most of it, except I'm not entirely sure that a G5 armored power plant has enough power to run weapons on a Conda.
Edit: apparently it does, I stand corrected.

Anyways here's my PvP Anaconda build you can use for reference. I'm aware I have a large weapon in a huge hardpoint but 4 pacifiers do stupid amounts of damage.

 
As far as "I've never played in open" builds go, I've seen much worse.

I think Phisto covered most of it, except I'm not entirely sure that a G5 armored power plant has enough power to run weapons on a Conda.
Edit: apparently it does, I stand corrected.

Anyways here's my PvP Anaconda build you can use for reference. I'm aware I have a large weapon in a huge hardpoint but 4 pacifiers do stupid amounts of damage.


Mmm. Frag Conda.
 
The upgrade I put on my FSD (PvP ships): "Faster reboot sequence". This has saved me countless times. They can reset your FSD once and that's it. Also, while your boosting away add some lateral boosts left and right and you'll see their missiles whiz past harmlessly.
 
Very solid start! You're better off than you realize though you'll see there's tons of room for improvement build wise. This will only crank up the benefits you gain from improving your pilot skills. OK, here's what I came up with...

...couple points though, first!

1) I've got some experience in the Anaconda but I am not a professional PvPer in it by any means. This build is just focusing on your defenses and power generation/priorities. I've focused on "best practices" that serve most ships. Folks like Morbad can get into the details of big ship combat (Module Reinforcement Points and utilities like Point Defense) better than me.

2) Hopefully others will be along to improve it further!

Biggest changes:

1) Armor: CHECK OUT THOSE NUMBERS BABY. Basically got Lightweight on the Reactives and then one small Thermal HRP for max resists. Rack as much HD hull as you can from there. Added a MRP instead of the Guardian Shield Booster (this helps power later). Secondaries should always be Deep Plating for that sweet HP increase.

2) Shields: Thank you for not using a Bi-Weave Shield. Seriously. You can't regen anything with that during PvP in such a huge target. Went with High Cap shields for max HP. Shield boosters are the biggest change. Added a Thermal plus two Resistance Augmenteds. Idea is you're stronger against Kinetics, PAs, and while weaker to Thermals they have less damage than the other two categories anyway. Plus you can't premium lasers! Changed Shield Cell Banks to what gives you faster spin up (don't worry about heat... more on that in a minute). Could save you valuable time if an enemy messes up a bank cancelling shot!

3) Power: This is my favorite part. G5 Armored with Thermal Spread. The Holiest of Mods. More power, better thermal spread, and not enough weight to matter. Plus it's built like a neutron star. Weakest point on the Conda once shields are down is the power plant. This is the way, my friend. Now look at your power priorities. Everything you don't need in combat is turned off and you've got plenty to spare! Guardian boosters will You're PIPs will be easier too thanks to better thermal load when firing weapons and using banks. Sure, you've got thermal vent, but every bit helps!

Oh, and another nice thing? If you get hit by Scramble Spectrum or your Power Plant gets destroyed you can run all the things you need to escape at 40% power. Can even use the Heat Sinks if you have any left.

Link: https://s.orbis.zone/2re9

EDIT: Got so excited about the armor I forgot the MRP. Derp.

Thanks for the time and thought that you’ve put into this. Yes, I’m one of those odd-balls who actually enjoys engineering so my fleet is in fairly good shape overall, but only from a PVE perspective. That’s a fine boost to my armour! Honestly, I never drop shields in PVE with this build, so it’s not something that I spent much time considering.

It just goes to prove that a good enemy can be just as useful as a good friend – they test our complacency and reveal where we’ve become flabby :). I’ll pore over this and make the adjustments. Thanks again.
 
As far as "I've never played in open" builds go, I've seen much worse.

I think Phisto covered most of it, except I'm not entirely sure that a G5 armored power plant has enough power to run weapons on a Conda.
Edit: apparently it does, I stand corrected.

Anyways here's my PvP Anaconda build you can use for reference. I'm aware I have a large weapon in a huge hardpoint but 4 pacifiers do stupid amounts of damage.


Thanks Sir Ganksalot, I'll take a careful look at your build.
 
It just goes to prove that a good enemy can be just as useful as a good friend – they test our complacency and reveal where we’ve become flabby :). I’ll pore over this and make the adjustments. Thanks again.

Keep us posted! Thank you again for your super positive attitude. It's invigorating.
 
Another thing: while staying close means the enemy can't take full advantage of the micro-gimballing of their rails, it's also got a more obvious application wherein you can remain totally out of their fire arc far more easily, like when using a Vulture or something. You can circle-strafe a ship while basically kissing it with some builds, and if you're up against a bigship the whole 'stay in their blind spot' thing can actually be plausible. Meta PvP or ganking ships rarely have turrets.

All credit to them - they worked really well as a team. Very little damage was being dealt to me when I isolated one of them at a sufficient distance from the other, but things went south very quickly once I was in range of both of them. They kept a broad enough formation so that if I was close to one, I was at risk of being precision sniped by the other. :)

EDIT: It was just idiocy and vanity that drove me back the third time. :D
 
Hi all. I’m not a combat orientated player but I’ve made the decision to start engaging in Open more. Anyway, I had a couple of run-ins with human pirates recently that didn’t end at all well. They were running fully engineered rail-guns with the super-penetrator effect and seemed to be able to disable my modules more or less at will. One moment I was close to full-shields and had of one of them down to 5% hull, the next his wingman dropped in, someone popped couple of shots and I was floating around incapacitated. This was in a fully engineered Annie. Tactically it was quite beautiful, but it felt a little unbalanced to me - I'm not sure what I could have done to avoid it (perhaps just my lack of PVP experience).

So, what are the best tactics/defences against this kind of PVP loadout? Is this what people mean when they say that only a narrow range of builds are viable in PVP? Not salty, just looking at it as a learning experience (albeit an expensive one, 200 million in lost cargo and rebuys… the whole story reads like some kind of tragi-comedy :)).

Reboot restores module functionality.
 
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Tradering in any ship, look up Rinzler on utube, he has a video (which contains swear words, don't view if you is snowflake type) which shows u the way to trade in open. I can attest to its magnificence.
 
Hi all. I’m not a combat orientated player but I’ve made the decision to start engaging in Open more. Anyway, I had a couple of run-ins with human pirates recently that didn’t end at all well. They were running fully engineered rail-guns with the super-penetrator effect and seemed to be able to disable my modules more or less at will. One moment I was close to full-shields and had of one of them down to 5% hull, the next his wingman dropped in, someone popped couple of shots and I was floating around incapacitated. This was in a fully engineered Annie. Tactically it was quite beautiful, but it felt a little unbalanced to me - I'm not sure what I could have done to avoid it (perhaps just my lack of PVP experience).

So, what are the best tactics/defences against this kind of PVP loadout? Is this what people mean when they say that only a narrow range of builds are viable in PVP? Not salty, just looking at it as a learning experience (albeit an expensive one, 200 million in lost cargo and rebuys… the whole story reads like some kind of tragi-comedy :)).

Hi Rhiz,

I'm one of the two guys in the clash. I must say we had loads of fun. I dropped you a message through Inara but probably you did not get it.
First of all, compliments for flying a T-9 in open and not logging. Second, compliments for flying two condas into battle "just for kicks" and never logging.
With more commanders like you this game would be a blast, but hey, we have all those "don't fly in open" and "do menu log". Will not bait those.

Anyway, you can review some of your mistakes here:

First things first.
I guess you are running efficient beams, just don't, they are worthless, especially on big ships that can't simply keep inside the 0.6km falloff. To me it was just a matter of boosting a couple of times and your beams would become just a tick on my shields.
Second, keep an eye on the scanner, my wingie was just laying mines around everywhere and I was trying to joust you back and forth to those places.
And you fell into the trap, the rest is history

Final note, fix those power priorities, you cannot afford to lose thrusters that easily, use all 5 power priorities, "they are free" (I quote a friend commander here)

But again, kudos for not logging on neither of our three(!) fights.

And next time, stop that T-9 and follow instructions, it is cheaper :)

o? cmdr
? is the hook
 
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edit: posted before reading last page, I have nothing really to add to the excellent advice of others, here is my repeat post of some of that just for the sake of posterity.

*There is no counter to a well shot railgun. Staying close to your opponent and moving unpredictably is as difficult as you can be, but faster ships will easily just keep you at optimal range for whatever weapon they're using. The same railgun users are often carrying PAs as well, so staying close suits them as well, it's a tough call, but your main mistake... Was going with an Anaconda and not being a top level pilot. Stick to medium ships while learning, and learn to use speed, speed is everything in pvp, particularly acceleration, which is why FDLs and Mambas remain the meta for so many years.

Mr Miyagi on the crane stance the railgun; If do right, no can defend!
 
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