Help me to find a good fixed weapon setup for my Anaconda

IF you are using gimballed/turreted then go with a Class A sensor, sensor class affects gimbal performance. I know you said you want to move onto fixed but this is something you dont seem to know looking at your build and worth mentioning.
Would you recommend going all fixed on an Anaconda? It's not the most mobile ship, so time on target is not that good. Probably a mix of fixed, turret and gimballed is best? Somethin like all Railgun is not for me, I guess. Firerate is really low and you've to be very good in aiming.
 
IF you are using gimballed/turreted then go with a Class A sensor, sensor class affects gimbal performance.

Target thermal signature affects gimbal performance, but sensor class does not (other than by being able to resolve a target at all). They did trial sensors directly affecting gimbal tracking back in one of the 2.3.x betas, but those changes never made it to the live game.

But do you have hull ? ;)

About 5-6k, depending on specific configuration, plus solid module protection.
 
@gavin: thanks, very useful comment, quite a few things I learned. Do you have your build to share? I made some compromises intentionally (like Rick) to be a bit flexible (e.g. being able to drive around with my SRV when I see something interesting, having a jump range that is not extremely low) etc. But I see your point, that min/maxing is obviously giving better results.

Shields: haven't been into Power Play, that's why I still have the standard shields. And I read somewhere, that a class 6 shield with a 7 SCB is also a valid choice as you can refill it several times completely. May be wrong, though. What are the other shield strategies?

A sensors: they're so heavy and draw much power. I'm thinking about switching to a 8A power plant. While theocrafting I quite often hit my power limit (especially with rail guns or beam lasers). But 8A pp is so heavy...

KWS: how exactly does it put a target on my back? Thought I just get the bounty from other jurisdictions if I scan the ships.
"Do you have your build to share?":
I would be delighted to share some builds with you/help you out with a build. Let me see what I can make for you. I actually do have some other ideas now for what might be best ship for you, and thinking along the lines more of fixed laser weapons. They are a lot more forgiving than rails and you learn to aim a lot easier with them.

"Shields: haven't been into Power Play, that's why I still have the standard shields. And I read somewhere, that a class 6 shield with a 7 SCB is also a valid choice as you can refill it several times completely. May be wrong, though. What are the other shield strategies?":

As far as shields go : big concern is the reliance on SCBs. Anaconda is a big target and easy to hit and cascade rails are going to be a real problem with the type of shield build you got there. Also you are packing heat sinks that could be replaced with more shield boosters to let you stack a bigger shield. Prismatic, BiWeave/HullTank and Biweave Hybrid are the 3 shielding strategies that seem to be the most effective. Prismatic you just want to stack as many megajoules/resistance as you can and create a massive shield. BiWeave/Hulltank you have a small shield with very high resistances that charges up quickly after being dropped, with a massive hull and armored modules underneath. Biweave Hybrid is to use the biweave in same role as prismatic but use the biweave's increased charge speed to offset difference in MJ; basically biweave without necessarily hull tank underneath. Assumming shield under pressure(recharging always), its about 5 minutes or so in a big ship after which the biweave wins out over the prismatic. Then there is no shield at all and just a pure hull tank(which I guess you could call a 4th strategy), silent running, deploying mines everywhere all that good stuff comes with that.

"A sensors: they're so heavy and draw much power. I'm thinking about switching to a 8A power plant. While theocrafting I quite often hit my power limit (especially with rail guns or beam lasers). But 8A pp is so heavy...":
You are talking about weight a lot here. Anaconda isnt going to get that much faster/more manouverable with less weight it has 405 as its max boost speed no matter what you do with it. So my guess is that you are concerned about jump range?

If so then please remember you are going to specialise this ship to combat, jump range should no longer be a factor for you. I advise you as a priority to get a really nice jumper/taxi AspX is a good choice for that. Wherever you want to go/do your errands use that ship and bring the BattleConda in for when you want to fight. So you are going to have 2 primary ships in your fleet for the first time. Krait Phantom and even 2nd Conda and Courier also are good ships for this role if you dont fancy AspX.

"KWS: how exactly does it put a target on my back? Thought I just get the bounty from other jurisdictions if I scan the ships.":
KWS is a sign of noob player and I have seen players being attacked just for having them. It signifies going "bounty hunting" or such. Utility mounts are valuable and it adds nothing to your ship's defence/offence. It shows that you are PvE focused. Just a sign of weakness I guess, blood attracting sharks.

Hope this helps.

Signing off,

CMDR Gavin786
 
"Do you have your build to share?":
I would be delighted to share some builds with you/help you out with a build. Let me see what I can make for you. I actually do have some other ideas now for what might be best ship for you, and thinking along the lines more of fixed laser weapons. They are a lot more forgiving than rails and you learn to aim a lot easier with them.

"Shields: haven't been into Power Play, that's why I still have the standard shields. And I read somewhere, that a class 6 shield with a 7 SCB is also a valid choice as you can refill it several times completely. May be wrong, though. What are the other shield strategies?":

As far as shields go : big concern is the reliance on SCBs. Anaconda is a big target and easy to hit and cascade rails are going to be a real problem with the type of shield build you got there. Also you are packing heat sinks that could be replaced with more shield boosters to let you stack a bigger shield. Prismatic, BiWeave/HullTank and Biweave Hybrid are the 3 shielding strategies that seem to be the most effective. Prismatic you just want to stack as many megajoules/resistance as you can and create a massive shield. BiWeave/Hulltank you have a small shield with very high resistances that charges up quickly after being dropped, with a massive hull and armored modules underneath. Biweave Hybrid is to use the biweave in same role as prismatic but use the biweave's increased charge speed to offset difference in MJ; basically biweave without necessarily hull tank underneath. Assumming shield under pressure(recharging always), its about 5 minutes or so in a big ship after which the biweave wins out over the prismatic. Then there is no shield at all and just a pure hull tank(which I guess you could call a 4th strategy), silent running, deploying mines everywhere all that good stuff comes with that.

"A sensors: they're so heavy and draw much power. I'm thinking about switching to a 8A power plant. While theocrafting I quite often hit my power limit (especially with rail guns or beam lasers). But 8A pp is so heavy...":
You are talking about weight a lot here. Anaconda isnt going to get that much faster/more manouverable with less weight it has 405 as its max boost speed no matter what you do with it. So my guess is that you are concerned about jump range?

If so then please remember you are going to specialise this ship to combat, jump range should no longer be a factor for you. I advise you as a priority to get a really nice jumper/taxi AspX is a good choice for that. Wherever you want to go/do your errands use that ship and bring the BattleConda in for when you want to fight. So you are going to have 2 primary ships in your fleet for the first time. Krait Phantom and even 2nd Conda and Courier also are good ships for this role if you dont fancy AspX.

"KWS: how exactly does it put a target on my back? Thought I just get the bounty from other jurisdictions if I scan the ships.":
KWS is a sign of noob player and I have seen players being attacked just for having them. It signifies going "bounty hunting" or such. Utility mounts are valuable and it adds nothing to your ship's defence/offence. It shows that you are PvE focused. Just a sign of weakness I guess, blood attracting sharks.

Hope this helps.

Signing off,

CMDR Gavin786
Another thing on the kws: im in an anarchic squad, a kws means someone is hunting our ships, too many ships hunted and we might lose control of our system
So someone with a kws is interdicted, told not to come back with it, and blown up.
 
Really appreciate all the great tips in this thread, thanks! I'll dive into it a bit deeper in the upcoming days. I have lots of stuff to try now ;)
 
Use all gimballs and when he pops chaff de select him and use the gimballed like fixed

This.

Fixed weapons are fun on agile ships but on big ships it's like trying to catch flies with chopsticks.

Far better to use gimbals, which make killin' easy most of the time, and then just deselect a target and aim manually when you need to.

Sure, fixed weapons do more damage but they do roughly 20%-25% more damage so unless you can hit your target at least 75% of the time with fixed weapons you're not gaining any advantage from using them.
 
You could go for frags, rapid fire, screening shell. Then you just "wait until you can see the white of their eyes", and start pressing the trigger like crazy. They are easy to hit with, and at close range they are pretty deadly. You'll need a shield ;)
 
Biweave Hybrid is to use the biweave in same role as prismatic but use the biweave's increased charge speed to offset difference in MJ; basically biweave without necessarily hull tank underneath. Assumming shield under pressure(recharging always), its about 5 minutes or so in a big ship after which the biweave wins out over the prismatic.
I don't understand this shield strategy exactly (biweave without hulltank). Can you explain it again? Why does a biweave wins after 5min over prismatic? Would like to use a shield strategy without prismatic, as I don't want that powerplay grind.
 
I don't understand this shield strategy exactly (biweave without hulltank). Can you explain it again? Why does a biweave wins after 5min over prismatic? Would like to use a shield strategy without prismatic, as I don't want that powerplay grind.
Bi weaves have less sheild strength, but recharge much faster. Bi-weaves will come back if they get downed much faster than a regular
 
Bi weaves have less sheild strength, but recharge much faster. Bi-weaves will come back if they get downed much faster than a regular
I understood that, but when they're down you would need a strong hull until they're up again. The strategy was without the hull tank part and I don't understand why ("basically biweave without necessarily hull tank underneath ")
 
Big ship vs big ship combat can last maybe 10 mins or more.

For a 7a prismatic it recharges at a rate of 1.1/s.
A 7a biweave recharges at a rate of 5.1/s.
Every minute the biweave generates an additional 240MJ of shield energy you wont get on the prismatic.

When the fight lasts a long time this becomes to stack up. 4 Minutes thats an additional almost 1000MJ. At a certain point the additional shield energy from the BiWeave becomes larger than the prismatic.

There is a big caveat of this, however. There is a 2s delay whenever the ship is hit, however which may reduce the benefit of this especially if the opponent is using a strategy of continuous dps rather than high alpha damage like plasmas/frags. Like everything in this game its rock-paper-scissors and a build that works great vs certain things does not do so well vs others.

On balance prismatic is best because of these problems but if you dont have it biweave is a good second choice.

Coriolis is having problems at the moment, does not seem to be working at all without existing cookie. The build I sent you is exactly this.
 
This is my current fighting setup for my Anaconda: Current Loadout Gimballed/Turrets

I mostly do PvE. But I'm getting annoyed by all these chaff launchers, so I want to switch and train with a build with as many fixed weapons as possible (and feasible).

In which position you'd recommend fixed weapons (and gimballed/turrets) in an Anaconda, and what kind of weapons? Thought about 2 gimballed (center bottom 4 and 3 slot), 4 fixed (two 3 and two 2 slots) and 2 turrets (two 1 slots).

Are fixed MCs ok (I like MCs) or not a good choice because of the time it takes them to hit the target?

An example loadout would be great! Any other tips how to get good with fixed weapons?

Usually the underbelly hardpoints are the most suitable to fixed weapons
So go for Huge and Large Plasma Accelerators with g1 focused
And for the small hardpoints go for g5 overcharged cannons with autoloader shell. They will have a shell speed close to the plasmas so the leads will be close enough (1200 and 1190 m/s)

For the 2 top Large hardpoints and for the sides Mediums you can use gimbals or even turrets

edit: modified engineering on pa and cannons
 
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I understood that, but when they're down you would need a strong hull until they're up again. The strategy was without the hull tank part and I don't understand why ("basically biweave without necessarily hull tank underneath ")
Yes you need to keep that shield up with the SCBs etc, if it goes down you are finished. Its not a strategy where you can let your shield get down.
 
I understood that, but when they're down you would need a strong hull until they're up again. The strategy was without the hull tank part and I don't understand why ("basically biweave without necessarily hull tank underneath ")
You can use biweaves without hull in a smaller more agile ship, like the fdl or mamba.
 
Usually the underbelly hardpoints are the most suitable to fixed weapons
So go for Huge and Large Plasma Accelerators with g1 focused
And for the small hardpoints go for g5 overcharged cannons with autoloader shell. They will have a shell speed close to the plasmas so the leads will be close enough (1200 and 1190 m/s)

For the 2 top Large hardpoints and for the sides Mediums you can use gimbals or even turrets

edit: modified engineering on pa and cannons
Thanks, but I'll start with a build without leading fixed weapons like PA etc. I tried them a few times and right now I'm not good enough to use them. I know, training etc... but it's mainly about the fun. I think fixed lasers etc. works better for me, at least as a start (and they look cool ;))

Yes you need to keep that shield up with the SCBs etc, if it goes down you are finished. Its not a strategy where you can let your shield get down.
Ok, but in this case I guess "normal" shields would be better than bi-weaves. The whole advantage of bi-weaves is, that they recharge fast after being down, if I understood that correctly.
 
Ok, but in this case I guess "normal" shields would be better than bi-weaves. The whole advantage of bi-weaves is, that they recharge fast after being down, if I understood that correctly.

They also recharge faster when not being shot at. So in PvE you can last longer if you have time between fights or if you are not constantly under attack
 
You buy ...
a huge multicannon,
a large multicannon,
a large multicannon,
a large multicannon,
a medium multicannon,
a medium multicannon,
a small multicannon,
and
a small multicannon.

Believe me, firing eight (fixed) multicannons pushes the legal limits of fun that's permitted to have. Then you overcharge the frick outta them and slap some corrosive on the huge one whereas the others are all incendiary. Also get that charge enchanced distro and G5 DDs with drag drives.
Stacks as many boosters as possible. Then you want to deactivate the throttle limiter in your ship's board computer. Many manufacturers use this for civilian vessels but with this limiter, also know as flight assist, disabled you will be much more manouverable in this giant space brick with alotta multicannons to the face.

Also, copyright goes to Rinzler o7o7o7.
 
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