Anaconda - weapons advice

Hi,

I built my Anaconda based on a build that I found on Coriolos.io - and I have just spent the last few weeks getting it fully engineered.

It has turreted beam lasers on the 3 large hardpoints - would I be better having gimballed instead, from a DPS perspective?

Thanks,

Ackoman
 
DPS wise yes, turrets are weaker. Also turrets can get you into trouble since you are not fully in control of what they are doing- so unless you are prepared for the consequences sometimes you might want to swap to gimbals.
 
Hi,

I built my Anaconda based on a build that I found on Coriolos.io - and I have just spent the last few weeks getting it fully engineered.

It has turreted beam lasers on the 3 large hardpoints - would I be better having gimballed instead, from a DPS perspective?

Thanks,

Ackoman
The Conda is not the most agile ship in the game. No matter how skilled a pilot you are, that means that a Conda can take time to point in the direction you want. Fixed weapons only give more dps than gimballed when your target is in the crosshairs. When not, your dps is zero. I have flown more than 2000 hours in the game. I'm definitely no ace, but I do know the basics. I have never experienced that fixed weapons gave me better overall fps than gimballed.

The moral of the story is: Go with the guns you're comfortable with.
 
As long as you are shooting a static, or very slowly moving target the Anaconda should be fine with Gimbals... A Krait II would be much more parctical and hit much more often 🤷‍♂️
Maybe I don’t spend enough time in my ‘conda or the cockpit view, while imperious and reminding you you’re flying a proper chonk the nose gets in the way of aiming the chin-mounted large hardpoint so I sometimes struggle to bring all three large gimbals to bear at once. I’ve got the same set up (high cap MC with incendiary for mo dakka despite the spin-up time) in both gimballed and turreted and find using the turrets means I can let them melt my target’s shield while I concentrate on bringing the huge corrosive MC and seekers to bear and laugh maniacally. For PvE both should be more than adequate; turrets should give you a little more ToT while losing some DPS, try them both and see what suits your flying style better OP!
 
The Conda is not the most agile ship in the game. No matter how skilled a pilot you are, that means that a Conda can take time to point in the direction you want. Fixed weapons only give more dps than gimballed when your target is in the crosshairs. When not, your dps is zero. I have flown more than 2000 hours in the game. I'm definitely no ace, but I do know the basics. I have never experienced that fixed weapons gave me better overall fps than gimballed.

The moral of the story is: Go with the guns you're comfortable with.
Master FAO turns and flips, and learn to anticipate trajectories and the vast majority of ships are no issue. Its only v players in more nimble ships you need worry about.
 
Master FAO turns and flips, and learn to anticipate trajectories and the vast majority of ships are no issue. Its only v players in more nimble ships you need worry about.
Which is why I prefer my Vulture to my Corvette in open. I do not disagree with what you write, but I even prefer FAon and it's not that I can't flip, turn or orbit. I use frags on the Vulture. If I change those from gimballed to fixed, I get ~20% more dps but lose more than 20% of the time where the target is hit-able. In practice the difference is remarkable (for me).
 
Six long range rails with 2 feedback and 4 superpens. And two seeker racks with emissive and drag.

Hilarity ensues...

Or all plasma accelerator.

Or all fixed beams (death star build).

Or all pacifiers and frags...

Conda can use A LOT of working combinations, and nearly all of them are fun to use.

Edith: oh, and all of them are better than turrets, even a Gimbal build
 
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Hi,

I built my Anaconda based on a build that I found on Coriolos.io - and I have just spent the last few weeks getting it fully engineered.

It has turreted beam lasers on the 3 large hardpoints - would I be better having gimballed instead, from a DPS perspective?

Thanks,

Ackoman
You can't use turret beams on large hardpoints. They'll drain your capacitor, leaving you unable to fire when you want. For NPCs, a mixture of all efficient gimballed burst and beam lasers works quite well, though you only do significant damage at less than 1000m range, and the most at sub 500m. If you're not good at staying close, use long range with flow control on the large ones.
 
What are you going to use it for? Here is my mission runner Anaconda (I use it for CZs/HazRes as well): https://s.orbis.zone/gpr8

Anything medium size and up will pop fast because it's easy to stay on target. High ranked Vultures and Vipers will give you a hard time in terms of high TTK; they don't pose an actual threat. This is not a PvP build or ship.
 
For my PvE Anaconda I go with a class 3 & 4 focused Plasma Accelerators and the rest efficient fixed beam lasers of various flavours.
 
Pro-tip for the Annie (and most ships, really): Lasers and other hitscan weapons on the bottom. Projectile weapons on the top.

Trouble with the Annie is, it's hull takes up most of the bottom-half of your field-of-view.
This means it's almost impossible to see targets in the bottom half of your FOV so you can aim your crosshair at them.
It's better if you have lasers on the bottom because they WILL hit where you're aiming, as soon as you pull the trigger.
MCs, frags and cannons require you to lead the target, which means that you need the best possible view of the target.
Even if you're using gimballed weapons, this still applies.

In practice, if you've got lasers on the top and projectile weapons underneath, what happens is that you'll hit your target with your lasers but your projectile weapons will either not fire at all, or they'll fire wildly as the crosshair struggles to lock onto your target.

Conversely, if you've got projectile weapons on the top and lasers underneath, it'll be much easier to keep the crosshair on your target and, as long as you succeed in doing that, your lasers will hit the target when you pull the trigger.

Personally, I'd suggest only fitting turrets if you're really, really lazy or you deliberately want a weapon that'll just keep plugging away while you concentrate on something else.
For example, I'll fit frag-turrets to a ship and then I can dogfight using other weapons but if either my target or another hostile gets close to me, the frag-turrets will give them a good spanking.
 
I have all burst or beam laser turrets apart from a gimbal multicannon in the big slot. Not optimal DPS I know, I just don't like micromanagement.
 
would I be better having gimballed instead, from a DPS perspective?

From a purely DPS perspective the answer should be yes but more goes into it for instance, if a CMDR cannot keep the nose of their ship pointed at/near their target, gimbal-mounted weapons will land fewer shots on the target and afford fewer opportunities to land rounds on the enemy due to the limited traversal ranges of gimbal weapons. Turreted weapons offer reduced DPS but can potentially land more rounds on the target.
That being said, in most cases the CMDR will eventually want to move away from turreted and gimbal weapons as his or her combat skills improve because of the generally higher DPS of fixed-mount weapons.
 
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