Anaconda combat build help

Small nitpicks:

- you only need two res aug boosters, maximum three, if you upgrade them to G4+
- rest can be heavy duty boosters raising your maximum shield strength a lot
- your bi-weaves need the fast charge experimental
- your dirty drives need drag drives experimental
- I would advise you to use turrets (if at all) in the c2 slots, because the c1 slots have a bad coverage. With turrets in the c2s you can take ships under fire nearly all around.

You got me thinking about my turrets so I made this change and I'm testing it tonight. I creaated that link a different way, maybe this one works for you OP.
 
You "keep up with them" despite burning through ammunition which either costs mat's or credits to resupply?

Long as you're happy, I guess.

For what I'm using this conda for, yes its PvE, but in open with a chance of ambush, I like going back to the station after farming 800 merits or so and that's about when I need to rearm.
 
You got me thinking about my turrets so I made this change and I'm testing it tonight. I creaated that link a different way, maybe this one works for you OP.

Apparently, I'm on a different wavelength to everybody else, but still...

I've played around with pulse/burst turrets and, I gotta say, I've never seen scramble-spectrum do anything especially useful to NPCs.
If it was me, I'd just bung another long-range emissive pulse turret on so you can "paint" enemies on both sides of your ship.

Also, you have 5000 integrity.
Do you really think you need an armoured PP?
If it was me, I'd give the shield a Hi-Cap XFX, replace the C5 SCB with a C6 one and then put the GFSB in the vacant C5 slot and then just give the PP whatever amount of overcharge is needed to power it all.
 
You "keep up with them" despite burning through ammunition which either costs mat's or credits to resupply?

Long as you're happy, I guess.


Mats?
Blasphemy!

Yes, because I can often kill so much faster, in general.
If I can kill and subsequently get paid more bounties per hour, that can be just fine despite a lower Cr margin per kill.
Especially when a fat laser boat ends up chasing those little elite ships in circles, it's losing time.
Also I'm not slowed down by chaff.

Besides, I'm not doing it for the credits.
I meant kills/hr, ftr.
The reloading time is offset by the lower ttk.

I also find using PAs much more fun than lasers.
 
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You "keep up with them" despite burning through ammunition which either costs mat's or credits to resupply?

Long as you're happy, I guess.

The mats are pretty much negligible for MCs. So is the cost for restocking at a station. Works for AX MCs too. I've only spent 2,198,688 cr on ammo since 2015. :rolleyes:

Small Calibre Munitions

Refills Multi-cannon ammunition for a single weapon.
Synthesis TypeBasicStandardPremium
BonusNone+15% Damage Boost+30% Damage Boost
Materials2 Iron
1 Nickel
2 Sulphur
2 Iron
2 Zinc
2 Phosphorus
2 Selenium
2 Zirconium
2 Sulphur
2 Phosphorus
2 Tungsten
2 Zirconium
2 Mercury
1 Antimony
Mats?
Blasphemy!

Yes, because I can often kill so much faster, in general.
If I can kill and subsequently get paid more bounties per hour, that can be just fine despite a lower Cr margin per kill.
Especially when a fat laser boat ends up chasing those little elite ships in circles, it's losing time.
Also I'm not slowed down by chaff.

Besides, I'm not doing it for the credits.
I meant kills/hr, ftr.
The reloading time is offset by the lower ttk.

I also find using PAs much more fun than lasers.

PAs, Rails, Frags and Cannons are all more fun and interesting than Pew Pew.
 
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Also, it's a DPE/sustainability issue.
My full PA FGS can fire again as soon as it reloads, @ 2 pips in WEP.
Kinetics are really easy on the PD.
 
Apparently, I'm on a different wavelength to everybody else, but still...

I've played around with pulse/burst turrets and, I gotta say, I've never seen scramble-spectrum do anything especially useful to NPCs.
If it was me, I'd just bung another long-range emissive pulse turret on so you can "paint" enemies on both sides of your ship.

Also, you have 5000 integrity.
Do you really think you need an armoured PP?
If it was me, I'd give the shield a Hi-Cap XFX, replace the C5 SCB with a C6 one and then put the GFSB in the vacant C5 slot and then just give the PP whatever amount of overcharge is needed to power it all.

Now that NPCs like to flee much more regularly, its useful to target their drive with the scramble and cause malfunctions hence preventing the inevitable fleeing action. As for the rest of your suggestions, that's up to the OP. Like I said, I'm farming in open so I would rather not be caught and ganked in a paper conda.
 
Now that NPCs like to flee much more regularly, its useful to target their drive with the scramble and cause malfunctions hence preventing the inevitable fleeing action. As for the rest of your suggestions, that's up to the OP. Like I said, I'm farming in open so I would rather not be caught and ganked in a paper conda.

Like I said, I've been running 2 Corvettes for the last 12 months, one with burst-turrets with scramble-spectrum and one with pulse-turrets with emmisive munitions.

In all that time I've never noticed a single NPC suffer an apparent failure as a result of SS.
It's possible that they do, I suppose, but then they get blown up a couple of seconds later so I don't notice.
OTOH, of course, when they're getting exploded so quickly, chances are SS wouldn't have helped much anyway.

The pulse-turrets with EM, OTOH, have been very obviously useful, regularly preventing ships from disappearing off my scanner in a CZ.


If I was the sort of person who took a big interest in this stuff, I might be tempted to deliberately fit SS lasers to a ship and see if I could cause malfunctions in NPC ships.
As it is, I just didn't see any obvious benefit so I moved onto something else.
 
Like I said, I've been running 2 Corvettes for the last 12 months, one with burst-turrets with scramble-spectrum and one with pulse-turrets with emmisive munitions.

In all that time I've never noticed a single NPC suffer an apparent failure as a result of SS.
It's possible that they do, I suppose, but then they get blown up a couple of seconds later so I don't notice.
OTOH, of course, when they're getting exploded so quickly, chances are SS wouldn't have helped much anyway.

The pulse-turrets with EM, OTOH, have been very obviously useful, regularly preventing ships from disappearing off my scanner in a CZ.


If I was the sort of person who took a big interest in this stuff, I might be tempted to deliberately fit SS lasers to a ship and see if I could cause malfunctions in NPC ships.
As it is, I just didn't see any obvious benefit so I moved onto something else.

There's one easy way to see it cause malfunctions: when you target the cargo hatch, they drop cargo like crazy. Not very useful, but it proves it does something to NPCs. When I remember to target their drives I'm not 100% sure it buys me an extra 5 secs to finish them off before they jump but it might.
 
Since a few people asked for my Anaconda build but configured for PVP.

#1: https://edshipyard.net/builds/21i
Armour: 9,000 (10,000 on my fit due to legacy HRP)
Shield: 6,000
DPS: 155

#2: https://edshipyard.net/builds/21j
Armour: 9,000 (10,000 on my fit due to legacy HRP)
Shield: 5,300
DPS: 104

Here is build #2 in action
[video=youtube_share;_2J4s9RKTOA]https://youtu.be/_2J4s9RKTOA[/video]

[video=youtube_share;EysDBbvJzlQ]https://youtu.be/EysDBbvJzlQ[/video]
 
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Like I said, I've been running 2 Corvettes for the last 12 months, one with burst-turrets with scramble-spectrum and one with pulse-turrets with emmisive munitions.

In all that time I've never noticed a single NPC suffer an apparent failure as a result of SS.
It's possible that they do, I suppose, but then they get blown up a couple of seconds later so I don't notice.
OTOH, of course, when they're getting exploded so quickly, chances are SS wouldn't have helped much anyway.

The pulse-turrets with EM, OTOH, have been very obviously useful, regularly preventing ships from disappearing off my scanner in a CZ.


If I was the sort of person who took a big interest in this stuff, I might be tempted to deliberately fit SS lasers to a ship and see if I could cause malfunctions in NPC ships.
As it is, I just didn't see any obvious benefit so I moved onto something else.

Scramble Spectrum shows up as a Malfunction. Unless they've changed it, it also has a recourse timer so you can't keep it going perpetually. Even with 1 pulse or burst, it's not too difficult to keep it up outside of the recourse timer. It's malfunction effect is completely random. Having multiple Scramble Spectrum doesn't really increase the chance, nor do they stack. Only applies when the shields are down.

It'll be orange while active, then flash red while the recourse is active. Or whatever your HUD colors are set to.

latest


Keep in mind, NPCs in CZs can use these against you now. So far I've seen Prismatic Shields commonly, but I've also seen NPCs using healing beams and the Regen active on targets.
 
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