Ship Builds & Load Outs Anaconda Top Spec PvE CZ/Crime Sweep Build

So I got my Conda and have outfitted it with 400mil+ cr worth of shtuff. Flew out of Diaguandri to A. Lavigny-Duval expansion system to grind the CS for merits. All in all, it was sh*t: I'm currently using one huge PA (which seems almost entirely useless at the moment), 3 L beam lasers, and multi-cannon turrets in the M and S slots. The turrets are basically 100% useless, so I know I should replace them, and the beams melt through shields easy but bring enemy hulls down at a less than impressive rate. I ended up having to flee after 5 or 6 enemy ships ganged up on me and damaged my hull to 80%. So my question is: what is your/the best Anaconda build for CS/CZ if you had all the money in the universe to spend on it? I'm using a Bi-Weave shield with 2 6B shield cell banks and 6 0A boosters, even with the slightly weaker Bi-Weave my shields didn't go down easy, still took all 6 of them firing on me for a good 30-40 seconds before shields went down (I forgot about my SCBs too...). So what I'm really after is the best weapon loadout to use.

Also I'm wondering if the Anaconda is the best ship for PvE combat at all? Is there something better for CS/CZ that can kill faster and last longer? At this point I'm so sick of grinding trade and smuggling to make money in E:D, so now that I have enough cr for any ship I want plus a few insurance claims all I'm interested in doing is combat for Powerplay so I can get those weekly payouts to keep me ticking over (potentially some exploration at a later date). The Conda handles like an arthritic lorry but I'm not finding it so bad that it can't keep a ship in its sights with gimballed hardpoints. I can't get a Corvette because I just can't be bothered to grind ranks with the Federation (as you can tell, I'm sick of grinding in E:D altogether). I've tried the Vulture before and it's great, but as soon as anything locks onto you you're retracting hardpoints and powering up your FSD. Never used the Python or FDL, what are they like? Can they down enemies more quickly than a Conda? Basically I'm after whatever can kill the quickest when it's got a ship in front of it (I find that fun for some reason...).
 
I've tried several smaller ships in PVE CZ's FAS, FDL, Vulture and Viper, the Viper works best for me simply because being small and fast it's not an easy target for NPC's, the Anaconda although it's a powerful ship is big and not that fast.

A wing of small fighters will be a problem for any ship simply because they can't be killed fast enough and a small ship with two class 1 beam lasers will burn away 1000 MJ shields in less than a minute much less if there's more than one.

Some NPC's now use railguns and they're really going to cause issues I lost 600 MJ shields on a Python in a few seconds to a railgun armed FAS so check out your targets, I tried using a PA on an FDL but found I spent too much time lining up targets for it so back to lasers until the class 4 m-cannon arrives.

The closest ship I have to an Anaconda is the Fed Gunship and I use a mix of pulse lasers and m-cannons, beams are great for shields but not so good on hulls and use a lot of energy and generate heat, I'm no expert on Anaconda builds but here's one with a lot of armour and shields.

http://coriolis.io/outfit/anaconda/...h24.AwRj4yq5Yo==.Aw18ZEIxA===?bn=Anaconda 221
 
Well... This is basically what I use:

http://coriolis.io/outfit/anaconda/...lB05n5n5n2d2d2d2b2b322f.Iw18eAMWUA==.Aw18ZlA=

All larges are Pulses. One of them is turret (or one of the beams is turret). I have the turret for 2 reasons mainly. 1) NPCs seem to behave differently when they are under fire, so the constant turrent fire makes them try to avoid it instead of shooting at me (go figure... ;-) ). 2) Its harder for people to steal my RES kills when the turret keeps on shooting at the target even if I am sometimes a bit slow to turn in conda.

I sometimes have that chaff, sometimes I just have more shield boosters. Chaff is nice when you have wave of enemies on you as it gives you time to drop one of them. I have enough hull reinforcements that I do not need to worry when the shields drop. I have KWS tied to those medium beams, so basically when I am shooting at shields I do the scan also. In CZ you obviously would not need KWS so you can put in another shield booster or chaff there. I do not use heat sinks. After I have more or less used 2 SCBs totally I may have some modules malfunction a bit, but its never really a problem. You can swap one hull reinforcement for repair bot if you worry about that, and lose none of the shield strength. I do not worry about heat damage as I only use 1 SCB at a time.

This build worked very well for me. The 4 large pulses are nice for big ships and for small ones you can just press both buttons and get them dropped before your capacitor is drained. Basically the beams are also there to be used if I have some "extra energy" to drain and/or just need to do fast damage. The pulses are the energy efficient option.
 
This is what I run with in Crime Sweeps/CZs.

It pretty much dominates. I can stay in and make 1000+ credits before I need to go and reload as I go easy on the MCs, only firing them at very close range and on ships that are more susceptible to kinetic damage - or if I'm getting ganged up on and need the quicker TTK.

I would definitely upgrade your shield - If you're going to run at 80% hull and with your modules being exposed, it's best to shield tank as much as possible.

For weapons, go with gimballed as they have ore punch, I find the large pulses more than adequate and only have the turrets for the huge HP as it's in a tricky spot under the belly and the size one MCs cos they help take care of any annoying small ships at the rear.

Good luck CMDR and welcome to fighting the good cause, vanquishing corruption and restoring peace for good of the Empire and the glory of the Empress.
 
I call this the Wannabe Corvette. The large/huge PAs line up nicely with one another and do satisfying damage together. The large pulses strip shields without using ammo, do efficient damage when you can't line up plasma shots, fare better than smaller lasers vs hull, and have a great arc of fire above the nose. The multicannons are a decent use of the small/medium hardpoints that serve the dual purpose of cleaning up small ships & contributing solid hull damage vs whoever.

You might want to upgrade the armor and/or fill up on HRPs though, or Doki Doki will feed you a 24MCr rebuy. Ask me how I know.
 
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