TL/DR: Wanted to check my builds and engineering on my all-rounder Python and Anaconda (PvE) to see if I'm doing anything terribly wrong before I dig the hole deeper.
I left the game pre-engineers and came back late January with the open beta. When I left, I had burned myself out doing highest-level Mahon powerplay with a tradeconda. I had a blast opening the engineers (including a trip out to Colonia in my AspX) and want to convert my ships to builds that will allow me to do pretty much anything on a mission board with minimal module swapping.
I settled on a couple of builds for my Python and my Anaconda (E
Shipyard links below), but: they pre-dated 3.0; I'm not clear on some of the Experimental Effects I should be getting; and not sure the weapons are optimal for my playstyle.
Current Python status
Current Anaconda status
Optional modules would be swapped around according to need (passenger cabins, SRV, lose the scoop for short-hop trading, etc.)
Concerns:
1. I'm making myself use some fixed weapons in order to Git Gud, but I'm still pretty bad. Most of my fights are when I get interdicted, and end up as jousting matches. Stick with the plan, or consider some gimballed multicannon builds?
2. I have hull and module reinforcements, but I've seen some argument for getting rid of them while running trading/passenger missions, because if your shields drop you should be running. Thoughts?
3. The pre-3.0 build for the python used rapid fire for the PA, but is Long Range best now?
4. How best to determine what mix of engineering mods to use on shield boosters? So far I'm just going with what I've seen others use. The Anaconda build I'm referring to used two thermal, one kinetic, and one resistance augmented...but it also used 4 point defences, so I'm inclined to replace two with more boosters.
5. Recommended experimental effects for hull reinforcements and weapons for PvE?
Thanks for checking these out, and feel free to point out concerns/options not listed above.
I left the game pre-engineers and came back late January with the open beta. When I left, I had burned myself out doing highest-level Mahon powerplay with a tradeconda. I had a blast opening the engineers (including a trip out to Colonia in my AspX) and want to convert my ships to builds that will allow me to do pretty much anything on a mission board with minimal module swapping.
I settled on a couple of builds for my Python and my Anaconda (E
Current Python status
Current Anaconda status
Optional modules would be swapped around according to need (passenger cabins, SRV, lose the scoop for short-hop trading, etc.)
Concerns:
1. I'm making myself use some fixed weapons in order to Git Gud, but I'm still pretty bad. Most of my fights are when I get interdicted, and end up as jousting matches. Stick with the plan, or consider some gimballed multicannon builds?
2. I have hull and module reinforcements, but I've seen some argument for getting rid of them while running trading/passenger missions, because if your shields drop you should be running. Thoughts?
3. The pre-3.0 build for the python used rapid fire for the PA, but is Long Range best now?
4. How best to determine what mix of engineering mods to use on shield boosters? So far I'm just going with what I've seen others use. The Anaconda build I'm referring to used two thermal, one kinetic, and one resistance augmented...but it also used 4 point defences, so I'm inclined to replace two with more boosters.
5. Recommended experimental effects for hull reinforcements and weapons for PvE?
Thanks for checking these out, and feel free to point out concerns/options not listed above.