Help me to find a good fixed weapon setup for my Anaconda

This is my current fighting setup for my Anaconda: Current Loadout Gimballed/Turrets

I mostly do PvE. But I'm getting annoyed by all these chaff launchers, so I want to switch and train with a build with as many fixed weapons as possible (and feasible).

In which position you'd recommend fixed weapons (and gimballed/turrets) in an Anaconda, and what kind of weapons? Thought about 2 gimballed (center bottom 4 and 3 slot), 4 fixed (two 3 and two 2 slots) and 2 turrets (two 1 slots).

Are fixed MCs ok (I like MCs) or not a good choice because of the time it takes them to hit the target?

An example loadout would be great! Any other tips how to get good with fixed weapons?
 
This is my current fighting setup for my Anaconda: Current Loadout Gimballed/Turrets

I mostly do PvE. But I'm getting annoyed by all these chaff launchers, so I want to switch and train with a build with as many fixed weapons as possible (and feasible).

In which position you'd recommend fixed weapons (and gimballed/turrets) in an Anaconda, and what kind of weapons? Thought about 2 gimballed (center bottom 4 and 3 slot), 4 fixed (two 3 and two 2 slots) and 2 turrets (two 1 slots).

Are fixed MCs ok (I like MCs) or not a good choice because of the time it takes them to hit the target?

An example loadout would be great! Any other tips how to get good with fixed weapons?
You could do seekers in the smalls or pack hounds in the mediums for explosive fun! I use small seekers on my mamba.

or keep one large (on the bottom) as a Plasma accelerator for when they pop chaff. That’s what I do on my corvette
 
Thanks, will try.

But for fixed I think I really need hitscan. Otherwise I don't hit anything (tried with the PA). So railguns sound good.

The solution with gimballed and deselecting sounds also good. Any drawbacks?
 
Thanks, will try.

But for fixed I think I really need hitscan. Otherwise I don't hit anything (tried with the PA). So railguns sound good.

The solution with gimballed and deselecting sounds also good. Any drawbacks?
Nope, no drawbacks at all, they just act like fixed until you select him again
 
Watch this video from HazzMango :
Source: https://www.youtube.com/watch?v=QDdVVYqIbw0


The RailConda he has built is a beast an Im gonna get myself one ere long. Conda is a great ship you will do well in pretty much any well thought-out build.

In general there are many PvP masters out there who have done videos and anything you want to know about ship->ship combat they are the people to ask/watch.

Some comments on your build, as you did ask:

Dont make the mistake of building a "multi-role" ship, build a separate ship perfectly adapted to each role. IF this is to be a combat ship make it the best combat ship it can be, get rid of cargo racks and frame shift boosters, planetary vehicle hangar etc, put that junk on your taxi conda. Only put things on this ship that will increase your survivability+dps. Anything that does not add to that subtracts; better to have an empty slot and increase your speed than have stuff on it not helping. Many players make this mistake when they transition from having just 1 "primary" ship to having a fleet its a common mistake. Make and engineer a ship perfectly suited to each role you want to play, "jack of all trades" ships are master at none and will learn that hard lesson if they want to encounter other players in combat.

KWS puts a target on your back, get rid of it or expect to attract attention, its a waste of a valuable utility slot.

IF you are using gimballed/turreted then go with a Class A sensor, sensor class affects gimbal performance. I know you said you want to move onto fixed but this is something you dont seem to know looking at your build and worth mentioning.

Get yourself prismatics as quickly as you can and use the highest(class 7) slot, class 6 regular shield generator you are just asking to get vaporized. You can get away with things like that on fdl etc because of the manoverability(maybe this is where you saw ppl doing things like that?) but not on conda. Remember that megajoules counts a lot as well as resistance as you will encounter opponents armed with plasmas. There are 3 good shielding strategies you are using none of them. Shields are a problem on this ship and you need to address it. Prismatic stacking is the easiest of these and also very effective and is what new players should use. Go and ally with blue princess anime sex doll if you are not already and get nice set of prismatics.

C4 FSD interdictor is a waste of the compartment its best to use C1 wide angle and use the C4 for extra hull.

Your ship has no hull or module protection, once your shields go down you are finished, see first comment, stack your ship with reinforcement of hull + MODULE(do not forget module ppl can snipe with rails).

I see you put some power priorities on but only seems like 1 and 2. Remember that you can get down to 40% power, unless its a duelling ship you are going down to the death in(different priorities apply then) make sure that your priority 1 is for escape(thruster, fsd, power distributor), 2 for your shield, 3 for your shield boosters, 4 for weapons and 5 for crap you dont need(incl life support). Make sure you have max survivability and you can lose power gracefully and it wont just leave your ship dead.

I hope my commentary has been useful CMDR, o7.

Signing Off,

CMDR Gavin786
 
Watch this video from HazzMango :
Source: https://www.youtube.com/watch?v=QDdVVYqIbw0


The RailConda he has built is a beast an Im gonna get myself one ere long. Conda is a great ship you will do well in pretty much any well thought-out build.

In general there are many PvP masters out there who have done videos and anything you want to know about ship->ship combat they are the people to ask/watch.

Some comments on your build, as you did ask:

Dont make the mistake of building a "multi-role" ship, build a separate ship perfectly adapted to each role. IF this is to be a combat ship make it the best combat ship it can be, get rid of cargo racks and frame shift boosters, planetary vehicle hangar etc, put that junk on your taxi conda. Only put things on this ship that will increase your survivability+dps. Anything that does not add to that subtracts; better to have an empty slot and increase your speed than have stuff on it not helping. Many players make this mistake when they transition from having just 1 "primary" ship to having a fleet its a common mistake. Make and engineer a ship perfectly suited to each role you want to play, "jack of all trades" ships are master at none and will learn that hard lesson if they want to encounter other players in combat.

KWS puts a target on your back, get rid of it or expect to attract attention, its a waste of a valuable utility slot.

IF you are using gimballed/turreted then go with a Class A sensor, sensor class affects gimbal performance. I know you said you want to move onto fixed but this is something you dont seem to know looking at your build and worth mentioning.

Get yourself prismatics as quickly as you can and use the highest(class 7) slot, class 6 regular shield generator you are just asking to get vaporized. You can get away with things like that on fdl etc because of the manoverability(maybe this is where you saw ppl doing things like that?) but not on conda. Remember that megajoules counts a lot as well as resistance as you will encounter opponents armed with plasmas. There are 3 good shielding strategies you are using none of them. Shields are a problem on this ship and you need to address it. Prismatic stacking is the easiest of these and also very effective and is what new players should use. Go and ally with blue princess anime sex doll if you are not already and get nice set of prismatics.

C4 FSD interdictor is a waste of the compartment its best to use C1 wide angle and use the C4 for extra hull.

Your ship has no hull or module protection, once your shields go down you are finished, see first comment, stack your ship with reinforcement of hull + MODULE(do not forget module ppl can snipe with rails).

I see you put some power priorities on but only seems like 1 and 2. Remember that you can get down to 40% power, unless its a duelling ship you are going down to the death in(different priorities apply then) make sure that your priority 1 is for escape(thruster, fsd, power distributor), 2 for your shield, 3 for your shield boosters, 4 for weapons and 5 for crap you dont need(incl life support). Make sure you have max survivability and you can lose power gracefully and it wont just leave your ship dead.

I hope my commentary has been useful CMDR, o7.

Signing Off,

CMDR Gavin786
Ew a min maxer


Do what you want cmdr ! Maybe it wont be the best but if you like it i say keep it, i always have an srv incase i want to look at a planet.


Of course for pvp you generally want to min max
 
Ew a min maxer


Do what you want cmdr ! Maybe it wont be the best but if you like it i say keep it, i always have an srv incase i want to look at a planet.
Message was to help the OP dont know why you are commenting on it.

Advice you are giving is bad advice. IF he wants to fight he needs a combat ship. IF he wants to explore and go to planets for errands he needs an exploration/taxi ship.

Doing both on one ship is an early game strategy. When people start to own Condas they need to move on from that type of play/thinking and make specialised ships for each role.

IF he is somewhere he wants to go down to a planet he does not need a combat ship for that he should be in the ship that is perfect for that job.

Advice is not just for pvp. I have exquisitely built exploration and med-range ships perfect for the type of planet-hopping activities you allude to. I would not bring an armed ship down to a planet except to vaporise someone who annoys me in the forums.

Signing off,

CMDR Gavin786
 
Message was to help the OP dont know why you are commenting on it.

Advice you are giving is bad advice. IF he wants to fight he needs a combat ship. IF he wants to explore and go to planets for errands he needs an exploration/taxi ship.

Doing both on one ship is an early game strategy. When people start to own Condas they need to move on from that type of play/thinking and make specialised ships for each role.

IF he is somewhere he wants to go down to a planet he does not need a combat ship for that he should be in the ship that is perfect for that job.

Advice is not just for pvp. I have exquisitely built exploration and med-range ships perfect for the type of planet-hopping activities you allude to. I would not bring an armed ship down to a planet except to vaporise someone who annoys me in the forums.

Signing off,

CMDR Gavin786
You should always have some armor and weapons, never min max
 
@gavin: thanks, very useful comment, quite a few things I learned. Do you have your build to share? I made some compromises intentionally (like Rick) to be a bit flexible (e.g. being able to drive around with my SRV when I see something interesting, having a jump range that is not extremely low) etc. But I see your point, that min/maxing is obviously giving better results.

Shields: haven't been into Power Play, that's why I still have the standard shields. And I read somewhere, that a class 6 shield with a 7 SCB is also a valid choice as you can refill it several times completely. May be wrong, though. What are the other shield strategies?

A sensors: they're so heavy and draw much power. I'm thinking about switching to a 8A power plant. While theocrafting I quite often hit my power limit (especially with rail guns or beam lasers). But 8A pp is so heavy...

KWS: how exactly does it put a target on my back? Thought I just get the bounty from other jurisdictions if I scan the ships.
 
You should always have some armor and weapons, never min max
It is listening to advice like this that causes noobs to get killed by griefers then complain how open is too hard blah blah...

Let me tell you something: Your weapons WILL NOT HELP YOU against a CMDR in an engineered ship who knows how to fight.
In your exploration/taxi ship, LEAVE THOSE WEAPONS BEHIND and LEARN HOW TO EVADE/ESCAPE. There are videos on it and I have posted on how to do this in the past : https://forums.frontier.co.uk/threads/what-to-do-about-griefers.523652/post-8039882

Having weapons on your ship is a temptation to use them when it will get you killed. The time you spend fiddling about bringing your weapons out to realise the sheild/hull tank beast you are up against isnt even going to get the paint scratched is all time you aught to have spent getting out of there. And by the time you realise it, it is too late and you are looking at the rebuy screen. Mr Player who Wants to Git Gud: Do not heed the quoted advice "You should always have some armor and weapons, never min max", it is wrong.

ONLY TAKE WEAPONS ON A SPECIALISED COMBAT SHIP. ELSE LEAVE THEM BEHIND, THEY WILL NOT HELP YOU. (Exception: can only afford 1 ship/new player)

Having a single ships that do everything poorly is an early game strategy; as soon as you can afford it, make a single ship specialised in every role you want to play. Have the best dam exploration ship, the best trader, the best taxi/goaround ship. I wont say the best combat ship as there are so many builds but you can have a great one that works for you.

Signing off,

CMDR Gavin786
 
It is listening to advice like this that causes noobs to get killed by griefers then complain how open is too hard blah blah...

Let me tell you something: Your weapons WILL NOT HELP YOU against a CMDR in an engineered ship who knows how to fight.
In your exploration/taxi ship, LEAVE THOSE WEAPONS BEHIND and LEARN HOW TO EVADE/ESCAPE. There are videos on it and I have posted on how to do this in the past : https://forums.frontier.co.uk/threads/what-to-do-about-griefers.523652/post-8039882

Having weapons on your ship is a temptation to use them when it will get you killed. The time you spend fiddling about bringing your weapons out to realise the sheild/hull tank beast you are up against isnt even going to get the paint scratched is all time you aught to have spent getting out of there. And by the time you realise it, it is too late and you are looking at the rebuy screen. Mr Player who Wants to Git Gud: Do not heed the quoted advice "You should always have some armor and weapons, never min max", it is wrong.

ONLY TAKE WEAPONS ON A SPECIALISED COMBAT SHIP. ELSE LEAVE THEM BEHIND, THEY WILL NOT HELP YOU. (Exception: can only afford 1 ship/new player)

Having a single ships that do everything poorly is an early game strategy; as soon as you can afford it, make a single ship specialised in every role you want to play. Have the best dam exploration ship, the best trader, the best taxi/goaround ship. I wont say the best combat ship as there are so many builds but you can have a great one that works for you.

Signing off,

CMDR Gavin786
It really depends on the ship for the weapons thing. If you can run away, go ahead, get that extra boost. If you are in an anaconda, you arent going to be running away, might as well blast them a bit while you wait for the fsd to cool. ;) Having some armor is always a good idea -signed, gweefer
 
I usually do a mix of turrets (maximize Time on Target to keep their shields from even ever flipping over to charge mode) and some kind of fixed weapons to punch them down.

This is what I would do with your restriction in a 'conda, but I wouldn't do it myself because even my Mamba has turrets in the small slots. Anyway...

Firegroups
A Class 3 Beam + Class 2Railgun on each of the groups on top/side one side on primary and the other on secondary fire
B Class 4 PAC and Class 3 PAC underneath idk how I would do the firegroups here

I'm not sure about the smalls...

Let me tell you something: Your weapons WILL NOT HELP YOU against a CMDR in an engineered ship who knows how to fight.
In your exploration/taxi ship, LEAVE THOSE WEAPONS BEHIND and LEARN HOW TO EVADE/ESCAPE. There are videos on it and I have posted on how to do this in the past : https://forums.frontier.co.uk/threads/what-to-do-about-griefers.523652/post-8039882

That is terrible advice. Those noob weapons will help against NPC pirates which will give people experience in the basic maneuvers of combat that you are taking for granted. By the time someone goes up against a commander in an engineered ship, they should have already had practical experience fighting with and against the whole range of weapons available in the game so that they have some idea of what to expect.
 
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It is listening to advice like this that causes noobs to get killed by griefers then complain how open is too hard blah blah...

Let me tell you something: Your weapons WILL NOT HELP YOU against a CMDR in an engineered ship who knows how to fight.
In your exploration/taxi ship, LEAVE THOSE WEAPONS BEHIND and LEARN HOW TO EVADE/ESCAPE. There are videos on it and I have posted on how to do this in the past : https://forums.frontier.co.uk/threads/what-to-do-about-griefers.523652/post-8039882

Having weapons on your ship is a temptation to use them when it will get you killed. The time you spend fiddling about bringing your weapons out to realise the sheild/hull tank beast you are up against isnt even going to get the paint scratched is all time you aught to have spent getting out of there. And by the time you realise it, it is too late and you are looking at the rebuy screen. Mr Player who Wants to Git Gud: Do not heed the quoted advice "You should always have some armor and weapons, never min max", it is wrong.

ONLY TAKE WEAPONS ON A SPECIALISED COMBAT SHIP. ELSE LEAVE THEM BEHIND, THEY WILL NOT HELP YOU. (Exception: can only afford 1 ship/new player)

Having a single ships that do everything poorly is an early game strategy; as soon as you can afford it, make a single ship specialised in every role you want to play. Have the best dam exploration ship, the best trader, the best taxi/goaround ship. I wont say the best combat ship as there are so many builds but you can have a great one that works for you.

Signing off,

CMDR Gavin786
I gyess what im trying to say is this:

If you have a cargo ship, put the biggest shields and armor you can on it, and make it fast

If you have an explo ship make it fast, put big shields on it, and have at least reinforced

Dont min max your cargo or jump range
 
I gyess what im trying to say is this:

If you have a cargo ship, put the biggest shields and armor you can on it, and make it fast

If you have an explo ship make it fast, put big shields on it, and have at least reinforced

Dont min max your cargo or jump range
"If you have a cargo ship, put the biggest shields and armor you can on it, and make it fast" - For sure, totally agree with this. Can put some guns on the trade ship too, but be VERY disciplined to use them against NPC only and run vs players.
"If you have an explo ship make it fast, put big shields on it, and have at least reinforced " - Definitely, there are tricks to doing this and keeping it super light, its good advice.

Dont know why we are disagreeing now, Maybe I dont know what you mean by "min max"?

CMDR Gavin786
 
"If you have a cargo ship, put the biggest shields and armor you can on it, and make it fast" - For sure, totally agree with this. Can put some guns on the trade ship too, but be VERY disciplined to use them against NPC only and run vs players.
"If you have an explo ship make it fast, put big shields on it, and have at least reinforced " - Definitely, there are tricks to doing this and keeping it super light, its good advice.

Dont know why we are disagreeing now, Maybe I dont know what you mean by "min max"?

CMDR Gavin786
By min max i mean put size 3 shields on a type 9, or make an explo ship as light as possible with no shields
 
My type 9 has a 7A reinforced hi cap with multiple engineered shield booster utilities and a 6A booster. It also has a fighter, four focused laser turrets, and a rack of pack hounds, because sometimes I like to stop and collect some free materials.
 
@gavin: thanks, very useful comment, quite a few things I learned. Do you have your build to share? I made some compromises intentionally (like Rick) to be a bit flexible (e.g. being able to drive around with my SRV when I see something interesting, having a jump range that is not extremely low) etc. But I see your point, that min/maxing is obviously giving better results.

Shields: haven't been into Power Play, that's why I still have the standard shields. And I read somewhere, that a class 6 shield with a 7 SCB is also a valid choice as you can refill it several times completely. May be wrong, though. What are the other shield strategies?

A sensors: they're so heavy and draw much power. I'm thinking about switching to a 8A power plant. While theocrafting I quite often hit my power limit (especially with rail guns or beam lasers). But 8A pp is so heavy...

KWS: how exactly does it put a target on my back? Thought I just get the bounty from other jurisdictions if I scan the ships.
Sorry mate, I am crafting a reply for you, just got caught up, not ignoring you.

CMDR Gavin786
 
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