Ship Builds & Load Outs Anaconda, The Melter

The Melter:
https://s.orbis.zone/21lt

A beam turret PA build that uses thermal conduit. You want to stay close to 100% heat for increased dmg output while being amazingly tanky. The credos of this build are efficiency and self controle.

Using your PAs increases dmg of all of your weapons at 80% heat+ by thermal conduit. You can controle heat by firing your PAs.

You will see "steam" and intensified beam color emitted from your turrets.

Three rounds of your PAs will get you at 100% heat.

If you are ok with overheating you can greatly boost dmg even further. I usually stay close to 100% heat, if possible, using 3 or 4 weapon pips. Whenever you are not firing all of your hardpoints at once you are save from taking heat dmg.

Yet, be carfefull against big targets as the sheer size allows you to easily stay on target with your PAs. If you get too greedy you will find yourself wirh tremendous dmg output but also 150 % heat. If that happens you need to use a heat sink in order to avoid tremendous internal damage. Fry others, not yourself.

If you do not fire your PAs at all you will run at 40 to 50% heat from all six beam turrets firing.

You can put scramble mod on the small turrets, yet I decided for raw dps. A change may increase your survivability even further.

Only have a grade 3 overcharged PP with monstered experimental. Above that heat gets too extreme. If the PP gets sniped you still have enough power to keep your core systems running for an escape, including unboosted shield, life support and FSD, of course. No weapons though. Make use of your power distribution wisely.

Even on 2 pips the six turrets can fire constantly while (very) slowly draining the capacitor, on 2.5 pips they will fire infinitely and on three pips you will gain capacitor recharge at a reasonable rate.

3 pips in sys, 1 in eng and 3 in wep are fit for most situations. I switch to 4 wep pips when I want to go all out against large ships. This will also prevent a too excessive heat build up.

The shield booster, modded like this, offer maximum shield hp protection. On the three resistance augmented the experimental is up to you. I favor 2x force block and 1x thermo block to lower the already pretty high explosive resistance a the lowest off all resistsnces which is kinetic. You want to keep your absolute shield hp low, as a high dmg absorption rate grearly benefits the high recharge rate of bi-weave. You will only need to spool up your scbs in extreme situations, e.g. 5 ships focussing you in a high cz or when doing solo wing assassination missions.

If your shield should fail you will have a quick rebuild rate. In the mean time you have 5700 hull hp with 40% resistance across all dmg types to protect you. Two grade 4 module packages offer enough protection.

This build also works in pvp, as having 6 turrets greatly reduce chaff efficiency. They will strike the enemy ship, constantly working on the shield and you have 2 fixed PAs with long range. You will hardly miss with these if your aim is good. Small targets are fried in mere seconds while a single hit mostly destroys the shields of a vulture. Two more and it is gone. If your PAs miss, at least your turrets will deal higher dmg due to thermal conduit.

Enjoy melting everyone!
 
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The Melter:
https://s.orbis.zone/21lt

A beam turret PA build that uses thermal conduit. You want to stay close to 100% heat for increased dmg output while being amazingly tanky. The credos of this build are efficiency and self controle.

Using your PAs increases dmg of all of your weapons at 80% heat+ by thermal conduit. You can controle heat by firing your PAs.

You will see "steam" and intensified beam color emitted from your turrets.

Three rounds of your PAs will get you at 100% heat.

If you are ok with overheating you can greatly boost dmg even further. I usually stay close to 100% heat, if possible, using 3 or 4 weapon pips. Whenever you are not firing all of your hardpoints at once you are save from taking heat dmg.

Yet, be carfefull against big targets as the sheer size allows you to easily stay on target with your PAs. If you get too greedy you will find yourself wirh tremendous dmg output but also 150 % heat. If that happens you need to use a heat sink in order to avoid tremendous internal damage. Fry others, not yourself.

If you do not fire your PAs at all you will run at 40 to 50% heat from all six beam turrets firing.

You can put scramble mod on the small turrets, yet I decided for raw dps. A change may increase your survivability even further.

Only have a grade 3 overcharged PP with monstered experimental. Above that heat gets too extreme. If the PP gets sniped you still have enough power to keep your core systems running for an escape, including unboosted shield, life support and FSD, of course. No weapons though. Make use of your power distribution wisely.

Even on 2 pips the six turrets can fire constantly while (very) slowly draining the capacitor, on 2.5 pips they will fire infinitely and on three pips you will gain capacitor recharge at a reasonable rate.

3 pips in sys, 1 in eng and 3 in wep are fit for most situations. I switch to 4 wep pips when I want to go all out against large ships. This will also prevent a too excessive heat build up.

The shield booster, modded like this, offer maximum shield hp protection. On the three resistance augmented the experimental is up to you. I favor 2x force block and 1x thermo block to lower the already pretty high explosive resistance a the lowest off all resistsnces which is kinetic. You want to keep your absolute shield hp low, as a high dmg absorption rate grearly benefits the high recharge rate of bi-weave. You will only need to spool up your scbs in extreme situations, e.g. 5 ships focussing you in a high cz or when doing solo wing assassination missions.

If your shield should fail you will have a quick rebuild rate. In the mean time you have 5700 hull hp with 40% resistance across all dmg types to protect you. Two grade 4 module packages offer enough protection.

This build also works in pvp, as having 6 turrets greatly reduce chaff efficiency. They will strike the enemy ship, constantly working on the shield and you have 2 fixed PAs with long range. You will hardly miss with these if your aim is good. Small targets are fried in mere seconds while a single hit mostly destroys the shields of a vulture. Two more and it is gone. If your PAs miss, at least your turrets will deal higher dmg due to thermal conduit.

Enjoy melting everyone!

An interesting build Cmdr, one i may well try.

However a couple of things if i may:

Where do you get 7 pips from (If you do not have a crew mate) (I quote:......3 pips in sys, 1 in eng and 3 in wep are fit for most situations.)

Did you mean to leave thruster as 'E Rated' non engineered? I am assuming this is an oversight?

Thanks for the build.


PS........ My take on your Build (https://s.orbis.zone/275b)

Got rid of the Overcharged PP, hate having that on a combat vessel, gone for Armoured and Double braced. Other Cmdrs/NPC pilots will do well to bring that PP down. Changed the 3 Res Aug Shield boosters to 'E' Rated to save power. Got rid of the KWS for a chaff. Done the Thrusters. Added a FSDI and dropped a HRP. Changed the 'A' rated Sensor for a 'D' Rated and gone long range.

Just my take on your excellent build.
 
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Whoops, of course, 0 pips in eng if you want three in sys and wep. The sensors are D rated, too. I also forgot to A rate and dirty drive the eng in the sheet, well spotted.

Although I heard rumors that backers did receive an additional pip.

I'll consider the PP/ booster changes and give it a try.

The kws should only be used in pve, too.

Thanks for the feedback.

o7
 
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