basic thruster question

trying to balance optimal thrusters on a battle-wagon anaconda. I have a7, but thinking of dropping down to an a5 to save some power draw to add in some extra SCBs.
any thoughts on this? anyone that runs a battle-conda, thoughts on optimal thruster class would be appreciated.
 
Optimal thruster class for any combat vessel is the largest and best rated thrusters you can mount.

Your Anaconda is never going to out run anything but another Anaconda or a Type-9, but that does not mean you cannot make good use of the speed and maneuverability high-end thrusters will provide. Every single degree per second of rotation matters, every m/s of reverse, vertical, and lateral thrust matters. If your shields ever go down you need to be able to move to protect your vulnerable subsystems; you need to move away from your opponents at a pace that prevents them from keeping up with all of their pips in wep, and you need to be able to stay pointed at them to force them to move pips to sys rather than wep and eng. If you ever want to kill anything that knows you're there, you need to minimize the rate at which it can pull away from you.

You can fit A7 thrusters and the rest of the components you need to make a very potent combat Anaconda, with all the SCBs you'd ever want (though you can't have all of them active at once).
 
Last edited:
Optimal thruster class for any combat vessel is the largest and best rated thrusters you can mount.

Your Anaconda is never going to out run anything but another Anaconda or a Type-9, but that does not mean you cannot make good use of the speed and maneuverability high-end thrusters will provide. Every single degree per second of rotation matters, every m/s of reverse, vertical, and lateral thrust matters. If your shields ever go down you need to be able to move to protect your vulnerable subsystems; you need to move away from them at a pace that prevents them from keeping up with all of there pips in wep, and you need to be able to stay pointed at them to force them to move pips to sys rather than wep and eng. If you ever want to kill anything that knows you're there, you need to minimize the rate at which it can pull away from you.

You can fit A7 thrusters and the rest of the components you need to make a very potent combat Anaconda, with all the SCBs you'd ever want (though you can't have all of them active at once).
Thanks.. I did go with a7 thrusters.
I would love for your commetns on this build out -- should I lower the weps class and increase the amount of scbs?
Also, I'm concerned with turning off scbs while in combat.. is it possible to map a key to "turn on" and "use", or do I have to go over to the RH computer, turn on the SCB, then use-- again, I've been mostly exploring/trading, so a little weak in the combat department, so excuse the otherwise noobish questions) ?

.
.
[Anaconda]
H: 3D/T Beam Laser
L: 3D/T Beam Laser
L: 3D/T Cannon
L: 3D/T Cannon
M: 2D/G Beam Laser
M: 2F/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
U: 0A Shield Booster
U: 0I Chaff Launcher
U: 0I Point Defence
U: 0A Shield Booster
U: 0E Shield Booster
U: 0I Heat Sink Launcher

BH: 1I Lightweight Alloy
RB: 8A Power Plant
TM: 7A Thrusters
FH: 6A Frame Shift Drive
EC: 5D Life Support
PC: 7A Power Distributor
SS: 8D Sensors
FS: 5C Fuel Tank (Capacity: 32)

7: 7A Shield Generator
6: 6A Shield Cell Bank
6: 6A Shield Cell Bank
6: 6A Shield Cell Bank
 
Last edited:
I go with D7 thruster. D7 is better than A6 imo and D7 is better than B7 when you consider the mass. Not using A7 thrusters leaves me extra juice for all the sheild boosters I can mount.
 
Last edited:
This is one of the setups I've been toying with on the Beta server: http://www.edshipyard.com/#/L=706,7...69Y8SCgD88I,7Vs7k47k47k47iW7iW7iW7gy7gy7gy0Iw

One of each size SCB is enabled at a time (mix of priorities makes this fairly easy to do on the fly), giving fifteen SCB uses that each restore ~478MJ of shield capacity (a bit over one full ring each time the SCB key is pressed). Total available shield strength on hand is ~8360MJ (1190 shield + 7170 SCB).

Heatsinks are to keep the ship from melting while popping SCBs, and if necessary, facilitate a retreat in silent running mode to prevent easy targeting of subsystems.

Chaff was not a high priority for me since the Anaconda is a very large target. It's mostly there to offer some protection while closing to optimal range, or again, to protect subsystems if I'm being exceedingly reckless and allow my shields to fail. Dual chaff may be worth the loss of a booster or heatsink launcher, in some scenarios.

Weapons loadout is a mix of annoyance weapons to force targets to waste chaff and scbs, and solid forward firepower. Optionally, the cannon can be replaced with another pulse laser.

The AFM is to repair melty subsystems between engagements, or if disaster occurs, repair a few non-essential systems enough to facilitate a reboot/repair. I don't really expect to ever need it, but it's got no weight and leaving it disabled until you need it costs no power.

It's got a huge weight of SCBs and needs that A7 thruster to move right, but it seems extremely survivable so far. Note, I have not seen much action against other CMDRs in this vessel, yet, and it's built from the perspective of 1.3 beta 6/7 changes.

Dropping down to a 16 ton tank is a viable way to save some weight, especially if you don't need to travel long distances.

Moving all SCBs down one size saves a very large chunk of mass, and a fair bit of power, if you want to use a more energy heavy weapon loadout, or need the absolute best maneuverability possible, at a mild cost to total shield restoration power.

Also, Cannon turrets are crap.

Also also, all of my advice is typically geared toward fighting CMDRs. Though a strong PvP build tends to do more than well enough in PvE.
 
Last edited:
Back
Top Bottom