Ships Anaconda Recommendations

Greeting Commanders! Still a fairly new player here and I was hoping to tap into y'alls vast knowledge and get some recommendations. I was finally able to purchase and mostly outfit my Anaconda. Looking to try and do a PvE build and would like any recommendations to make this better or to fix anything I got wrong. Go easy on me, like I said, new guy here just trying to figure this stuff out lol.

https://coriolis.io/outfit/anaconda...bm72b243w-.Iw18ZUkA.AwRgTBwSM2xA.&bn=PenAnnie
 
Not bad for a unengineered mission runner

Did you try it already? You might have a tough time taking down some strong enemy shields


Get A-rated thrusters ASAP
 
Firstly, what are you going to use the ship for? Combat likely, but which, pirates, military ships? Collectors hint that you're going to gather stuff too? Hangar why, going to land? Or was it thought like i can do everything ship? Then just a couple of things:

  • either data export issues, either forgotten: D or A (i'd say A as Annie is slow) throuster, A FSD, D LS;
  • A rated PD is needed for lasers, and setup obviously lacks them, only two small pulses - if intended, save money on PD and get D rated one, or add more lasers;
  • Annie got 7 size compartment and we now have multilimpet controllers - can install one in 7, it's 8 limpets collecting for you + possibility to do things like repair or refuel, or smaller 3 size operations / rescue multilimpet - 5 collector controller seems a waste here;
  • lots of MC and one turreted frag (to test? to have a gunner firing it? but Annie is slow and frag has very short range);
  • i'd install a PDT (point defense) or two, shes big after all, but up to you.

Armor wise looks like a fine ship, shield wise have you considered biwaves - 2 mins recharge vs 6 mins, shields drop from 1300 MJ to roughly 1000 MJ, feels worth it it think (+ will save some power, biwaves eat less)? But then again, tell more what you're going to purpose it for.
 
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Not bad for a unengineered mission runner

Did you try it already? You might have a tough time taking down some strong enemy shields


Get A-rated thrusters ASAP
Thanks. Working on the engineering bit but going to have to farm the mats. I am currently headed back to Luyten's Star from Ray Gateway in Diaguandri playing around with it. I did have to mess with my module priorities cause when I deployed hardpoints I lost power and went on life support. (Still learning lol). What would you recommend for combating strong enemy shields? Any spots to pickup those thrusters that you would recommend on the way to Luyten's or are they fairly common? I appreciate you taking the time to take a look

o7
 
Do fit the A-rated Thrusters. Then test drive before putting a lot more effort in. Get a feel of the ship.

If you only want Combat. Consider medium ships or taking the non-combat components off.
 
Firstly, what are you going to use the ship for? Combat likely, but which, pirates, military ships? Collectors hint that you're going to gather stuff too? Hangar why, going to land? Or was it thought like i can do everything ship? Then just a couple of things:

  • either data export issues, either forgotten: D or A (i'd say A as Annie is slow) throuster, A FSD, D LS;
  • A rated PD is needed for lasers, and setup obviously lacks them, only two small pulses - if intended, save money on PD and get D rated one, or add more lasers;
  • Annie got 7 size compartment and we now have multilimpet controllers - can install one in 7, it's 8 limpets collecting for you + possibility to do things like repair or refuel, or smaller 3 size operations / rescue multilimpet - 5 collector controller seems a waste here;
  • lots of MC and one turreted frag (to test? to have a gunner firing it? but Annie is slow and frag has very short range);
  • i'd install a PD or two, shes big after all, but up to you.

Armor wise looks like a fine ship, shield wise have you considered biwaves - 2 mins recharge vs 6 mins, shields drop from 1300 MJ to roughly 1000 MJ, feels worth it it think (+ will save some power, biwaves eat less)? But then again, tell more what you're going to purpose it for.
Hey Teiri. I am not entirely sure on use. I do enjoy combat and have been running some pirate missions with my python but I am hoping to expand my combat missions. I do like to have a multifunctional ship though so some collecting/gathering/planet exploration. So I guess the best answer is a mostly combat focused I can do anything ship where I can go do whatever I am feeling but if I get into a scrap I can hold my own pretty easily.

Y'all are so damn smart at this game lol. It's like I am learning a new language. I do need to do thrusters. Think I am still running stock. For the FSD do you recommend the 6 or 7 A? I am not entirely sure what you are recommending for the PD (power distrubutor?) I intend to replace the pulse lasers with vented LR beams once I recover some $$$ and get the engineering mats.

The frag I got from researching some other posts where it was recommended to install one on the belly for small/medium size ships that come close.

Thanks for the recommendations. I'll definitely include them in the build (especially when I understand what some of them are)

o7
 
Do fit the A-rated Thrusters. Then test drive before putting a lot more effort in. Get a feel of the ship.

If you only want Combat. Consider medium ships or taking the non-combat components off.
Trying to change them now but it says that module will exceed maximum mass. What do I do about that?
 
Hey Teiri. I am not entirely sure on use. I do enjoy combat and have been running some pirate missions with my python but I am hoping to expand my combat missions. I do like to have a multifunctional ship though so some collecting/gathering/planet exploration. So I guess the best answer is a mostly combat focused I can do anything ship where I can go do whatever I am feeling but if I get into a scrap I can hold my own pretty easily.

Y'all are so damn smart at this game lol. It's like I am learning a new language. I do need to do thrusters. Think I am still running stock. For the FSD do you recommend the 6 or 7 A? I am not entirely sure what you are recommending for the PD (power distrubutor?) I intend to replace the pulse lasers with vented LR beams once I recover some $$$ and get the engineering mats.

The frag I got from researching some other posts where it was recommended to install one on the belly for small/medium size ships that come close.

Thanks for the recommendations. I'll definitely include them in the build (especially when I understand what some of them are)

o7

Anaconda has 6 size FSD, which will mean A or D rated FSD will fit there. You can install a smaller size to save weight, but on combat ship i think 6A is a good thing (or 6D to save a bit of money and lower weight if no big jumps are needed).

For Power Distributor i meant you already fitted 8A, which is very expensive, but will be well needed in case you install more lasers. You current laser firepower is rather low, as only 2 small pulses are installed = low dmg vs shields. Likely if you add some beams it'll be ok.

2nd PD was my typo, i've meant PDT - point defence turrets. Up to you if you need them, they'll shot at incoming missiles.

Shield cell banks and shield boosters are power hungry, so if you add more lasers you may start to run out of power. In that case swapping a booster or two for point defence or a cell bank for smth else (Interdictor, Cargo, Limpets...) can solve that. Or power priorities, yeah.

Trying to change them now but it says that module will exceed maximum mass. What do I do about that?

Anaconda will surely run on 7 size thrusters, lower sizes might not be able to move it. From what i see 5A is the smallest you can fit (not sure tho). In any case the ship is slow, best to use 7A, no downsizing, or temporary 7D if you're short on credits.
 
Don't ... You would be better off keeping a medium ship and accessing all landing pads.
There are better ships but many rush to the anaconda because it's the easiest to unlock .
I have one but i only bought it because I have a shipkit for it .
 
Morning All!

So here it is with recommended modifications. I am a little worries about power dist so I am hoping y'all can give me some more advice before I take her out.

https://s.orbis.zone/qHS1
Unfortunately, that's a flying coffin. The Anaconda is too slow and cumbersome for fighting unless you do a lot of engineering to it. If you want to kill a lot of ships without engineering, you need a Vulture or Chieftain.

Better still, go and do the Guardian module unlocks. They'll shortcut some of the engineering. The PD, PP, shield boosters and FSD booster are all very useful

If you must have an Anaconda, you should fit an SLF with fixed weapons (multi-cannons are best) to stop the enemies using their chaff against your gimballed weapons. You set the fighter on the enemy and wait for it to land a shot (that's important), then the enemy will chase after it without using chaff, while you target its powerplant. You should be able to get Pythons, Clippers and Anacondas before they ever get the chance to fire at you. If the fighter pops, they'll chaff and turn on you immediately. They'll also turn on you after their PP has gone to zero. In that case, ram them to get a shot from the side to explode their PP, otherwise they just point at you and shoot all the time.

Don't take a fuel scoop and SRV into a battle when you have a weak ship. They're not going to help you at all. Change the fuel scoop at the nearest station when you arrive where you want to fight.

Finally you need a bigger jump range because you'll get a bounty on you sooner or later, and with only 8ly jump range, you'll be trapped in the system where you become wanted, or, worse still, when you get sent to jail, you'll be stuck there. About 12ly is the minimum you should have for fighting.

Here's how I'd do an Anaconda after doing the Guardian unlocks. I wouldn't risk it before them.
 
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If you want to make a boatload of cash and learn how to kill NPCs at the same time, you should take a Vulture to Ngalinn and do the pirate massacre missions from there. You kill the pirates in the low resource extraction site in the last planet in Mainani. I made a video on how to do it a couple of years ago - no bells and whistles, not monetised, just an instruction on how to do it..
Source: https://www.youtube.com/watch?v=ToQcJ-9jVao
 
If you want to make a boatload of cash and learn how to kill NPCs at the same time, you should take a Vulture to Ngalinn and do the pirate massacre missions from there. You kill the pirates in the low resource extraction site in the last planet in Mainani. I made a video on how to do it a couple of years ago - no bells and whistles, not monetised, just an instruction on how to do it..
Source: https://www.youtube.com/watch?v=ToQcJ-9jVao
I have a vulture. I am going to check this out for sure. Thank you! Without having watched the video, do I need to do anything special to the vulture before hand?

 
I have a vulture. I am going to check this out for sure. Thank you! Without having watched the video, do I need to do anything special to the vulture before hand?

You should make some changes like I suggest below, then store your class 4 module reinforcement and fit a 4A fuel scoop, then fly down to Ngalinn. First thing you do at the outpost is transfer the MRP and store the fuel scoop. You'll be OK for the first sortie without the MRP. By the time you get back, it should have arrived, so you can fit it for the second trip. You should watch the video right through because there are many tips that come randomly according to what the other ships do that are beyond my control.

Any engineering to the PD, FSD, PP, shields will help. If you do the lasers, go for efficient. IIRC, with the build I suggested, you need to do a bit of power management. Put the FSD, cargo hatch and docking computer on a higher number (lower priority) than anything else so that they switch off when you deploy weapons, otherwise everything will shut down, but if you've improved your PP a bit, you won't need to do that.

You can scoop fuel much better on a long journey by reducing heat if you switch off the weapons, shields, PD, cargo hatch and anything else not necessary for travelling, then switch them on again when you arrive in Ngalinn.

Your build needs some changes to Your Vulture.
1. Multicannons are no good because you run out of ammo. Pulse lasers and burst lasers work fine, as you can see in my video.
2. The Vulture's weakness is its canopy gets blown out. You can prevent that with two large MRPs
3. A 10 second KWS is a waste of time. The additional bounty money you get is insignificant compared with the money the missions give you. What's important is to kill the pirates quickly, which will get you a lot more money than the KWS waiting for scans to complete. Plus, you won't have enough power for one if you use two burst lasers.
4. You won't have enough power for two shield boosters, when you use two burst lasers.

You can change yours like this. You can do what you want with the empty slots as long as you have enough power:

I think this is what I used in my video. As you can see, it works very well, even without any engineering:
 
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The Anaconda got MUCH better handling when dirty thrusters/drag drives got engineered to G3 (and shines at G5), but stock even with A rated stilled handled like a whale.

Huge Long Range Thermal vent beam, a pair of overcharged mutli-cannons (1 with corrosive and 1 with incendiary) will take care of most pirates rounded out with, round out with two medium efficient thermal conduit beams and a couple small sturdy seeker missile racks can handle near any PVE encounter. SCB or fighter bay is your preference, fill all spare slots with boosters.

Guardian Mod Plasmas from Mbooni are fun to swap out with the MCs now and then, too. G5 Armored Power Plant with Thermal Spread and G5 Charge Enhanced PD with Super Conduits. Once you got a heavily engineered craft don't really need to worry about ammo as you should have enough mats to synth.

For AX, go Shardconda for the lulz.
 
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