Ships Build for easy PvE

I'm not a very good pilot and i can't be. I'm playing on PS4 with gamepad.
But i like combat. Then i wanted a ship for easy hunting in Haz RES and combat missions.
Also build is good for conflict zones too.
I spent some time and a lot of materials to made exactly this build and want to prevent others from wasting materials and time.

This build is engineered, because without engineering you can experiment with modules without wasting lot of time and easy made you own build.

Points
1. Maneuverability
2. Low temperature for long using beam lasers
3. Good shields for long tanking

Goals
1. Can do dogfight with Vipers and Eagles
2. Can use beam lasers as long, as capacitor can support
3. Shield restores during looting, needn't additional waiting
4. Good DPS
5. Good armor and cheap repair if it used for tanking (often after wing missions)

Realizations
1. Huge multicannon often misses in dogfight and can't realise its DPS
2. Bi-Weave shield restores extremely fast
3. Module Reinforcement -> cheap repair
4. Cold power plant -> cold ship
5. You don't need more heavy armor than lightweight alloy. Armor is reserved for emergency situations. Heavy armor has impact to maneuverability and insurance costs.
6. Cold ship -> easy fuel scooping
7. Numbers at coriolis.io sometimes wrong.
8. You really don't need docking computer.

Armoured Power Plant for efficiency (and Power Generation)
Lasers Long Range only 1 grade, because after 2 km a lot of missings
Kill Warrant Scanner is boring thing

https://s.orbis.zone/24cd

I waiting for your opinion.
 
Unfortunately, Coriolis has been broken for me since the last update, so I can't actually view your build. I don't actually know whether or not you have already done any of these things, so feel free to ignore the things that don't apply to your build.

I'm assuming you are using primarily gimballed weapons? If that's the case you could consider using G5 efficient beams instead of G1 long range as this may provide better DPS out to your effective range of 2km while also reducing power/distro draw and heat generation. Also, unless you need a specific secondary effect for your build, thermal vent is the go-to secondary effect.
*I actually just checked this in ED Shipyard. G5 Efficient only gives more DPS out to a range of around 1km or so. At that range you are better off using G5 short range or overcharged if you want more DPS. However, both of these options increase thermal load (might not be an issue with thermal vent), overcharged increases distro draw by 40%, and short range is useless at ranges past 1.5km.*

If you can unlock Tina Fortune, G5 fast scan on your KWS (or your wake scanner for collecting materials) is worth all of the materials you spend on it, and then some.

On larger ships (particularly for PvE), armour is extremely heavy for the benefits it gives you when compared to HRPs. The only exception to this would be reactive composites, as these give you the ability to balance your resistances with relative ease (the general rule of thumb is to have G5 thermal-deep plating on either the armour or the smallest HRP you have, with everything else being G5 heavy duty deep plating).

If you want repairs to be relatively inexpensive, consider adding an AFMU. The ammunition costs quite a bit less than module repairs. It can also be used to top up your modules and MRPs between engagements.

I'm not sure how common feedback rails are on NPCs, so having thermal vent beams could be a decent alternative to heat sinks when using SCBs, provided that you can keep your enemy in your sights. I don't know if you have heat sinks (or SCBs for that matter), but I tought I would say it anyways.
 
Your link works for me, but what I see is a mixture of combat and exploration builds. Do you want a multirole conda or a focused PvE conda? The combat elements look very good, I.E good smart engineering where you have it. This ship can be made better for combat by dropping the exploration modules and beefing it up more for combat. e.g. you could add a SCB and some guardian SRPs. Your weapons are adequate, anything gets the job done in PvE and you have enough of a mix of beams/MC to cover ammo concerns and DPS.

Here is my PvE conda. Which has some elements of overkill because it was previously for PvP, but some of your requirements apply. Such as I use a SCB and a thermal vent beam to vent the heat. The reactive armor could be dropped for lightweight to save on weight and rebuy cost. Honestly I never lose shields vs NPCs in this ship anyway.
 
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The link works but, that is not a combat ship.

A combat ship probably does not fit lightweight bulkheads (MG Composite or Reactive), does not fit an SRV or Detailed Surface Scanner, Collector Limpet Controller, cargo racks or even a fuel scoop if it can get by without one. I see a sh*t ton of shield boosters but not a single Heat-Sink launcher, no SCBs, Chaff Launcher or PDM. the bi-weave is CMDRs choice but bi-weaves are better suited for smaller, faster, more maneuverable ships that have the ability to run off and recharge their shields, then return to the fight. Consider an A-rated shield module instead for greater shield endurance.

Ask a hundred CMDRs and get a hundred opinions but, I would lose the SRV, collector limpet controller and cargo rack, purchase 2 SCBs and an HRP to fit into the size 6 optional slots (keep the fuel-scoop but switch it out for an SCB or HRP when you reach a system you will be fighting in or maybe get a smaller, size 5 fuel-scoop). MG composite bulkheads (or Reactive if budget allows), at least one heat-sink launcher, two if you fit SCBs, a PDM and chaff-launcher (PDM and chaff because it is a big, slow ship). Drag-Drives X-effect for the thrusters and I do not think you need more than 2 MRP. Mods are CMDRs choice but for MC I like rapid fire with a mix of corrosive shell and incendiaries. For beams I like efficient with thermal vent. If you fit SCB you will likely need to overcharge the power plant.

A quick note on "I'm not a very good pilot . . . but I like combat":

You had better learn because there is not a single ship in the game that is going to make up for a CMDR not being good.
Flying an A-rated, modified Anaconda will not guarantee victory in combat.

It is not the arrow that wins the battle, it is the Indian and without combat skills, going into combat in an Anaconda is a ride in the short bus to a very expensive Rebuy screen. Smaller ships like the Vultures and Fer De Lance, flown by competent CMDRs regularly destroy A-rated Anacondas flown by "mostly harmless" CMDRs. The same goes for Corvettes and Cutters. o7
 
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Brutally accurate. I assume he only has this 1 ship and has to get everything done with this. Not everyone is a multi-billionaire with a fleet of specialized murder boats (and more) XD

IMO about 97% of CMDRs completely misunderstand what is meant by "multi-purpose" ship and mistakenly believe multi-purpose ships can effectively do several jobs all at the same time. o7
 
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Key word of build is easy
With strong and fast rechargeable shields you don't need SCB. Without SCB and with cold power plant (not overcharged) you don't need heat sinks. You don't need key bindings to use it. You can just flight and shoot almost continuously. With this build i can kill 3 elite anaconda at some time (but wing missions is not so easy).
Of course it is not a specialized build and it has modules to looting materials. SRV for planetary missions. Cargo space for carrier missions and limpet droids.
I used different guides to make a classic build and got ship hard to play with gamepad.
May be you will look on build from this side?
 
IMO about 97% of CMDRs completely misunderstand what is meant by "multi-purpose" ship and mistakenly believe multi-purpose ships can effectively do several jobs all at the same time. o7

So true. I see many who limit themselves to 1 ship, a multirole ship, due to this mindset too. And not because of lack of funds, but just under the mistaken idea that multirole means all at once.
 
So true. I see many who limit themselves to 1 ship, a multirole ship, due to this mindset too. And not because of lack of funds, but just under the mistaken idea that multirole means all at once.

For PvE multirole (one spec multiple activities) is very viable. For the occasions when more kick is needed some of the modules can be targets for easy switches. Typically: HRPs, Cargo racks, limpet controllers, scbs, srv, hangar etc. This is basically close to what I use when I use the same anaconda for various stuff (often getting engineering materials and just going around and picking missions I find interesting at that time).

https://s.orbis.zone/252s

For pvp I understand that it is different. You want focus as it is easy to to lose over half of your effective health or of your burst damage by not using all the slots you have available.
 
For PvE multirole (one spec multiple activities) is very viable. For the occasions when more kick is needed some of the modules can be targets for easy switches. Typically: HRPs, Cargo racks, limpet controllers, scbs, srv, hangar etc. This is basically close to what I use when I use the same anaconda for various stuff (often getting engineering materials and just going around and picking missions I find interesting at that time).

https://s.orbis.zone/252s

For pvp I understand that it is different. You want focus as it is easy to to lose over half of your effective health or of your burst damage by not using all the slots you have available.

Not really. In the time you spend swapping modules, all I have to do is hop in another ship. And excluding the cutter, there is a ship that will outperform multi-role ships in every single category outside of paper Annie Explorer. So even if you do outfit your ship to perform a task, it will never perform it to the level another ship can. People are constantly complaining about time, yet impose things like this on themselves. You can't tell me the module swapping animation isn't time consuming. I find it to be a more annoying time waster than jumping. If I had to reset up my Corvette for Pirating vs say CG bounty hunting every time I took it out, I'd probably forget something not to mention want to gouge my eyes out as it'd take at least 15 minutes to get the weapon load out and optional internals set because the loadouts for those 2 things are vastly different and oops, I forgot the limpets. Exploring vs Mining? Thargoid hunting vs trade? Big big difference in setup and you can't tell me it can be done quickly. That's time I could have used flying to my objective. There's simply no reason to do it with how easy it is to make money. Multirole ships being setup for multiple tasks when money is low is viable when you are starting out and have little funds. It's all you have. But once you have the funds, you are limiting yourself, the fun, and you're wasting time.

If I had to swap out modules to trade cargo, pirate, material gathering, mine, bounty hunt, mission run, thargoid hunt, and explore, I'd end up not doing most of them. And I think players fall into that trap. It's simply a huge hassle to try and keep up with so many loadouts. Ultimately, you'd probably end up only doing a couple of them due to the hassle of having to swap stuff out. Which is what I see players doing. Last PG group I was in, I hated the Python owners. Would take them 30 minutes to figure out a half loadout that wouldn't work or they would forget something. Then they ultimately would log off to do something else because "bored". Which is why early on I figured out that building a different ship for each tasks was the way to go. Now, I do something different every night I play. I love NPC pirating, but I don't do it every night. That's how I keep the game fresh. Partake in all activities.
 
An easy build PvE Conda imho does need:

- biggest fast charge bi-weave you can lay your hands on
- a fighter bay with beam SLFs
- all gimballed or fixed beam lasers, a feedback cascade rail or two to deal with SCB Spams
- regen and concordant experimental on two beams if you fight in wings
- two long range beam turrets in the c2 slots to kill pesky eagles and draw ships to you
- 7 A rated shield boosters, either 5 HD and 2 res aug (in case of thermal resist shield) or 4 HD, 2 thermal resistant and 1 res aug (in case of reinforced shield), all super capacitors
- limpets to scoop the obscene amount of manufactured stuff you will farm
- a fuel scoop and a FSD booster to reach the nearest IF in case of stray shooting (will happen!)
- no higher bulkheads then lighweight (seriously, nothing gets through your shields), HD though

Enjoy your unkillable NPC gank boat.
 
- all gimballed or fixed beam lasers, a feedback cascade rail or two to deal with SCB Spams

All correct, but if you have enough beam lasers you don't need to worry about NPCs using SCBs any more...

I'm currently having a blast flattening haz RESs with my Krait Mk2 with 3 large efficient beams, which are powerful enough (almost 100 DPS sustained damage) to collapse the shields of even Elite Anacondas before they can even turn their nose into my direction :) The 3 beams melt their shields faster than the SCBs can replenish them.

A multi-cannon or two is useful, though, to apply corrosive after dropping shields.
 
All correct, but if you have enough beam lasers you don't need to worry about NPCs using SCBs any more...

I'm currently having a blast flattening haz RESs with my Krait Mk2 with 3 large efficient beams, which are powerful enough (almost 100 DPS sustained damage) to collapse the shields of even Elite Anacondas before they can even turn their nose into my direction :) The 3 beams melt their shields faster than the SCBs can replenish them.

A multi-cannon or two is useful, though, to apply corrosive after dropping shields.
I find, depending on loadout of course, sometimes the SCB spamming of Pythons or Anacondas is regenerating more shields than I can reliably depose of before my capacitor drains. Yesterday I fought an Elite T10 with my mining Vette with two G5 efficient huge lightweight thermal vent beams (7A Distri), and the T10 must have had either a c7 or c8 SCB, it kept regenerating to full shields thrice or four times in a row under fire from my huge beams until I went 4 pips to weapons so that my cap didn't drain any more. AND I had to apply kinetic energy in form of a Vette boosting in the T10s face :D I had a small gimballed corrosive multi as only additional weapon, at that moment I would've gladly taken a small feedback rail.
 
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Key word of build is easy
With strong and fast rechargeable shields you don't need SCB. Without SCB and with cold power plant (not overcharged) you don't need heat sinks. You don't need key bindings to use it. You can just flight and shoot almost continuously. With this build i can kill 3 elite anaconda at some time (but wing missions is not so easy).
Of course it is not a specialized build and it has modules to looting materials. SRV for planetary missions. Cargo space for carrier missions and limpet droids.
I used different guides to make a classic build and got ship hard to play with gamepad.
May be you will look on build from this side?

You are getting what you asked for, other opinions. i.e. constructive feedback on your build. Like I originally said it has strong and weak points. You didn't mention in your OP you want a multirole combat ship to also carry cargo and explore planets.
 
You are getting what you asked for, other opinions. i.e. constructive feedback on your build. Like I originally said it has strong and weak points. You didn't mention in your OP you want a multirole combat ship to also carry cargo and explore planets.

I'm sorry. Maybe my answer was rude. I want to thank everyone for the comments.
 
The Anaconda is a really awesome ship for combat, but it has its caveat which is being slow. Not the slowest ship but enough to be a bullet magnet.
For PVE, if you are decent enough, you can get by only with good shields and decent tactics. Sporting heavy armor, and hull defenses is great when you know you are gonna get blasted often, like in PVP or extended combat zone sesions. But this adds a lot of weight that makes you more cumbersome. Personally I dont like that.
So, A rated shields with thermal mod, some thermal enhanced boosters a, couple of heavy duty boosters, resistance augmented to reach a nice 50%+ resistances and decent MJ count should do the trick to keep you alive while you pummel your enemy. You have a wide array of weapons, so 2 large fixed efficient beams with thermal vent with the third large being a gimbal, to hunt those pesky SLFs also efficient with thermal vent. Easy combat needs easy guns to use, so multicannons are the thing you need. Long range, are neat here because you are slow, you will be using FAOFF to turn and that means the enemy will gain distance from you, and the long range mods makes it so you don't lose damage to distance and increases the bullet speed, also multicannons don't create much heat but do consume power.

Chaffs, I have no idea if chaff works on PVE, never felt a difference when using them, so I don't. Heat sinks are needed if you are gonna use SCBs, some love them some hate them. The Anaconda can run away easy because it does not get mass locked by many ships. So if you are in the last shield bar and you know you are not gonna win, just run and wake, shields recharge faster in supercruise after all. SLF is a good help, since they do good damage, but you need to train your pilot to make good use of them.

Fixed weapons are needed to keep firing when the enemy uses chaff and they do more damage, but requires that you know how to aim, the Anaconda is slow but you can aim if you are decent enough.

Anyway, that's how I go about it, some will disagree and that's fine.
 
Hi guys, found lot of interesting data in this post :) I'm a newbie, currently I have around 20M and I'm saving for a new ship, and would like to try in combat, which is why I reached this post :)

However (and hence my question) I only find info for pro build (which as I said it is great to see all that info) but I wonder what would you suggest for a newbie which doesn't have the around 700M that an Anaconda costs, just to start doing some missions and be able to help if I find someone in trouble (and not only as a mobile target :D)

Thanks in advance for any advice!!
 
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