Anaconda SCBs

I also use only B class, also mass is not an issue if you have +50 % FSD upgrade

Also, I do not use heat sinks, I use AFM unit to repair heat damage ;)

How does that work out in the "heat" of combat (no pun intended). I tried this a while back - AFM for Vulture canopy and I could never keep up.

Given how hot and how much damage is taken with a full on meltdown 180% + your modules would be glitching so badly I suspect you'd lose the fight before you got a chance to find somewhere quiet to operate your AFM. I say somewhere "quiet" because in a lot of builds the AFM might have to be inactive due to power plant restrictions and therefore need rebooting???

Perhaps some build details would help :)
 
You get better capacity with B class. A class only get better capacity per shot, which is worthless IMO. Lighter mass maybe worth on something light like a conda, but my corvette doesn't give a damn about added mass

Funny many of the best pilots in the game would say it's the other way around. Maybe your opinion is as worthless as you think A grade scbs are? For the record you'll never survive sustained focus fire with B grade scbs, not in combat zones and especially not in PvP. They are however good for res hunting, so that's one out of three situations where they're good.
 
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I find grade 1 overcharge to be the best option. It's a cheap blueprint so you can roll a buttload of it until you get a good roll and nice side effects. I did it on my vulture and got +9% power capacity and -1% heat efficiency which means that the power plant runs COOLER after overcharge than before.

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You get better capacity with B class. A class only get better capacity per shot, which is worthless IMO. Lighter mass maybe worth on something light like a conda, but my corvette doesn't give a damn about added mass
Per shot counts. I've been doing massacre missions at a CZ. When focuss fired on by a wall of red, the twin SCB timed release with a heat sink in the middle is what keeps me alive. Same goes for some pvp scenarios. I want that power then and there more so than having one extra one. It's the equivalent to a reverse alpha strike. It matches well with how my ship is set up. Using the B class also has its place, but it isn't superior. It's just different. I hear the other poster say they use the AFMU to fix the damage as they go. Good luck with that if facing other players. Anyway, again I don't think anyone is arguing that having an extra SCB isn't useful. The point is it's not superior, it's just different. In a hard alpha environment you want the most you can get at one go as you won't get a chance to use that last one (especially if opponent/s have feedback cascade).
 
How does that work out in the "heat" of combat (no pun intended). I tried this a while back - AFM for Vulture canopy and I could never keep up.

I fly only big ships Conda or fCorvette, maybe for Vulture its not valid build..
Since I have 7 Grade 5 boosters 3 resistance and 4 heavy I have massive shield so i have a lot of time before last ring goes down to fire SC,
also i have Grade 1 SPECIALISED SHIELD CELL bank so I guess that helps too.
Probably need to check out new Eng for upgrade to Grade 3...too lazy ;)

And of course its only PvE combat.
 
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Funny many of the best pilots in the game would say it's the other way around. Maybe your opinion is as worthless as you think A grade scbs are? For the record you'll never survive sustained focus fire with B grade scbs, not in combat zones and especially not in PvP. They are however good for res hunting, so that's one out of three situations where they're good.

Who are those best pilots you speak of? You're saying a whole 100MJ makes all the difference?

I've been doing massacre missions, I've been in HazRES with cargo onboard, I've even done PVP. Never been destroyed once. Got routed several times yes, but maybe that's because my pullout game is stronger than Ron Jeremy's.
 
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I fly only big ships Conda or fCorvette, maybe for Vulture its not valid build..
Since I have 7 Grade 5 boosters 3 resistance and 4 heavy I have massive shield so i have a lot of time before last ring goes down to fire SC,
also i have Grade 1 SPECIALISED SHIELD CELL bank so I guess that helps too.
Probably need to check out new Eng for upgrade to Grade 3...too lazy ;)

And of course its only PvE combat.

Ah no I meant keep up with the AFM. Because you are right, in the end it was a dead-end build. But my point was because activating the AFM is a manual thing (it switches off when complete). You have to find somewhere in a CZ or RES where you can disengage, boot it up, fix whatever, then get back to it. Without getting deaded. So of course when you need it most you'll be right in the middle of a furball with no means to disengage.

Like you I have the Spec SCB on my Conda at #1 but I'm not sure if it really made much difference. So I AM going to try the #3 version. Pity you can't choose which bank to fire off first (or can you?).
 
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Who are those best pilots you speak of? You're saying a whole 100MJ makes all the difference?

I've been doing massacre missions, I've been in HazRES with cargo onboard, I've even done PVP. Never been destroyed once. Got routed several times yes, but maybe that's because my pullout game is stronger than Ron Jeremy's.

Yeah and I don't need scbs for my vette for pve combat because it's shield as so tanky and the NPCs suck half as bad at traders.

It's 90MJ for each A7 scb of which I run three on my pvp vette that's an extra 270MJs I come out on top until the last bank and I can dump all three with ease. Now that's a total of 1350MJs I'm a head of you until my last bank at which you only gain back 330MJ with triple 7B. So until that point you are always behind, and the only way for you to come out on top is to bank 6 times to my 5. If I burst you before bank 6 I win, if you burst me after bank 5 you win it might work for a 1v1, but you go up against two or more and you'll always be losing.

My point is if you need to dump scbs into your shields like in PvP, A grade is flat out better then then B grade. As it's more shields in a shorter time frame. This is how if I ever get focused I don't have to run from the fight.
 
Ah no I meant keep up with the AFM. Because you are right, in the end it was a dead-end build. But my point was because activating the AFM is a manual thing (it switches off when complete). You have to find somewhere in a CZ or RES where you can disengage, boot it up, fix whatever, then get back to it. Without getting deaded.
Like you I have the Spec SCB on my Conda at #1 but I'm not sure if it really made much difference. So I AM going to try the #3 version. Pity you can't choose which bank to fire off first (or can you?).

Yes you need some time to fix the ship, but I have AFM always active, so it does not take much time, also mostly i just fix cargo hatch (can do after killing enemy, or even in combat), to prevent Eng mats from ejecting...
Now since I got Grade 5 Efficient lasers, looks like I do not need to repair anything else then CH, need more testing here...and also probably can downgrade PP overcharge to Grade 3.
and yes Spec SCB Grade 3 maybe can make difference, too

Unfortunately i am not that hyped about 2.2 in general, so who knows when I will do this all...

My loadout:
http://www.edshipyard.com/#/L=80z0,...08I0,7Vs00Bk07le00AA052205WM01rq00MC09tQ02UI0
 
snipitty snip

I run biweaves on my vette, so I need the extra capacity. I just constantly dump cell after cell and bail out when I'm nearly out and see the enemy is still going strong. Never lost a fight against a conda, got routed against some vettes; almost got killed once by a cutter, had to high wake. He almost destroyed by thrusters just as my FSD went into countdown mode, they malfunctionned right as I dropped and I was pulled out of SC.

Never engaged a cutter after that, it's suicide unless you bring a friend.

Biweaves are very useful against smaller or faster ships because they can pound you all they can but they'll have a tendency to run away to recharge their shields since you always have the DPS and tankiness advantage. Meanwhile your biweaves recharge almost as fast and if they reengage you don't even need to use a shield cell.

I once engaged CillitBang with my old conda. Naturally he was in a Viper mkIII. He was using a full pulse loadout with various effects including shield piercing. He got my shields down but so did I, he ran away and reengaged but by that time my shields were back up almost to full and he was out of SCBs. Of course he ran away because he was so much faster.
 
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Is there a combination of SCB's and shield cell banks I can use which WONT make my ship overheat, and still deliver a meaningful charge to my 1800+ shields? Or am I chasing the impossible dream?

I love heat-sinks. Handy, handy. [up] handy for fuel-scooping, combat, interdictions, anywhere heat becomes a problem fire off a heat-sink, problem solved for 15 seconds. [heart]
 
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