Ships 2.2 multirole Anaconda outfitting

With ship launched fighters and passenger missions coming in 2.2 I've started thinking about what I can do with an Anaconda. The only real drawback is the inability to land at outpost, but 11 internal slots gives me alot of options to do most things offered at stations, soon including passengers.

Here's what I'm planning to do with the conda: https://coriolis.io/outfit/anaconda...0808065n4f-Ce37--6ov42f.Iw18ZlA=.Aw18ZwIwttA=

Needs an overcharged PP mod to power all the stuff, or if you got alot of credits, just go for the 8A PP. Class 5 slot is reserved for a fighter bay, class 4 and 6 slots are reserved for passenger modules. The choice of which I'm not certain, maybe class 6 economy and a class 4 business or first class. I can just imagine the forward observation bridge on the conda being reserved for passengers to gawk at the sights.

Question on weapons. Pulse or burst turrets? Also factoring in what you can do with engineers. And the second thing is the combination of MC and beam, huge beam + 2x MC or huge MC + 2x beams?
 
For your weapons I'd change the multi cannons & turrets around. The Class 1 & 2 turrets have much better tracking speeds, they're much better for dealing with fighters. In the Annie, Rail Gun Eagles & Adders are going to give you much more trouble than larger ships.

Also with the missiles, you'll generally only use them against larger ships because you'll be too slow to lock on to smaller faster ships, better to ditch them in my opinion.

Finally, there's no point in having Chaff on such a large ship, any gimballs & turrets will still hit you. Better to have 2 point defence to cover your ship.

I don't know if you're limited by budget but this is what I'd go for in weapons, I've upgraded the PP & Shield Boosters. Cannons are a personal favourite of mine for smashing power plants.
https://coriolis.io/outfit/anaconda...0404065n4f-Ce37--6ov42f.Iw18ZlA=.Aw18ZwIwttA=



Personally I'm curious as to whether people are going to go for the Class 5 or Class 6 fighter bay, whether there's much point in being able to launch 2 different variants...
 
Missiles were put on there to deal with the small fighters buzzing around me, I guess 2x small beam will take care of that as well as covering the conda's blindspot. I also had the npc crew in mind for this loadout, if I took control of a fighter, at least the turrets would compensate for their lack of ability to bring main guns on target. And 4x beam turrets, will the capacitor cope?

Cannons, trying to think of an excuse to put those on my ships, but so far that hasn't happened. My problem with them is the low velocity and the almost non-existent audio feedback from using them, like a silent fart. I'll give them another shot, this ship is becoming like a small project for me so experimenting is good.

With class 5 bay you have to wait a bit for it to print a new fighter after your it gets blown up. Difference between class 6 and 7 is that class 7 prints them faster over class 6 and the flexibility to choose which slots on the ship to use for a fighter bay.
 

Sweat Tea

Banned
With ship launched fighters and passenger missions coming in 2.2 I've started thinking about what I can do with an Anaconda. The only real drawback is the inability to land at outpost, but 11 internal slots gives me alot of options to do most things offered at stations, soon including passengers.

Here's what I'm planning to do with the conda: https://coriolis.io/outfit/anaconda...0808065n4f-Ce37--6ov42f.Iw18ZlA=.Aw18ZwIwttA=

Needs an overcharged PP mod to power all the stuff, or if you got alot of credits, just go for the 8A PP. Class 5 slot is reserved for a fighter bay, class 4 and 6 slots are reserved for passenger modules. The choice of which I'm not certain, maybe class 6 economy and a class 4 business or first class. I can just imagine the forward observation bridge on the conda being reserved for passengers to gawk at the sights.

Question on weapons. Pulse or burst turrets? Also factoring in what you can do with engineers. And the second thing is the combination of MC and beam, huge beam + 2x MC or huge MC + 2x beams?


you really can do anything with a conda, the only limit is your imagination
 
Get Grade 5 rapid fire gimballed pulse lasers on all your hardpoints. I was bored the other day and I wanted to try it out thinking it would be good for a laugh. To my surprise it works extremely well. I melt through anything in seconds. Small ships simply get annihilated and bigger ships drop very fast aswell.
Bonus is pulse laser draw little from the powerplant so you don't have to worry about that and they are pretty easy on the distributor too. Heat can be a problem if you are careless however. And best of all. No ammo to think about. I can hang around in res sites virtually forever.
 
I have been browsing the forums and although I must be blind/daft, I can't find any recent loadouts for the anaconda. I traded my way up to it, and I'm trying to combat/multi role fit it now and I am struggling. I've put a ton of money in to it and I am still struggling against dangerous NPC anacondas. I realize this could be largely in part due to my piloting skills, but I'm hoping some of the more elite anaconda owners would post some loadouts. I'm at my wits end with this ship, and I know it isn't the ship!

Tolero
 
I have been browsing the forums and although I must be blind/daft, I can't find any recent loadouts for the anaconda. I traded my way up to it, and I'm trying to combat/multi role fit it now and I am struggling. I've put a ton of money in to it and I am still struggling against dangerous NPC anacondas. I realize this could be largely in part due to my piloting skills, but I'm hoping some of the more elite anaconda owners would post some loadouts. I'm at my wits end with this ship, and I know it isn't the ship!

Tolero

Here's the 2.2 version of Coriolis - https://coriolis.edcd.io/outfit/anaconda

Link us your current loadout, and give some info on your typical play style and combat habits. (Do you FA off, do you use chaff, do you use thrusters, etc)
 
I have been browsing the forums and although I must be blind/daft, I can't find any recent loadouts for the anaconda. I traded my way up to it, and I'm trying to combat/multi role fit it now and I am struggling. I've put a ton of money in to it and I am still struggling against dangerous NPC anacondas. I realize this could be largely in part due to my piloting skills, but I'm hoping some of the more elite anaconda owners would post some loadouts. I'm at my wits end with this ship, and I know it isn't the ship!

Tolero

My current build: https://coriolis.edcd.io/outfit/ana...40404065n4ffm37Ccmdmg6ov42f.Iw18ZlA=.Aw18ZlA=.

The huge and large hardpoints are flexible, still not 100% sure if I want to keep it, but the turrets and missiles are permanent. High capacity magazines for the missiles is recommended. Actually I kill other condas in RES faster than any other ship, large target and being able to bring every weapon to bear easily without worrying about the small jitter and chaff. Which makes me think the recent proposal to buff the big 3's armour is something that is needed.
 
Thank you for providing some input! My current loadout had MCs and Pulse Lasers, yawn. That could be part of my problem.


My current build is something like this https://coriolis.edcd.io/outfit/ana...5n040404v403032f.Iw18ZlA=.Aw18ZlA=.&bn=Tolero

Like I said I started trading but wanted a ship that I could use to get Imperial faction working towards a cutter and be able to switch play styles with different load outs. Where I really struggled was combat. I went in to a High intensity CZ a couple of times and left with more in repairs than bounties. I am flying with mouse and keyboard and recently started trying FA off. I've noticed the ship will turn faster so I'm trying to train myself to use it. But all of my fights end up being turning fights to jousting passes, rinse and repeat.

Tolero
 
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