If you have a cargo ship, put the biggest shields and armor you can on it, and make it fast
I have a slow cargo ship with no shields!
It's heavily min maxed...to get 500+ tons of cargo from point A to point B, in Open, safely.
If you have a cargo ship, put the biggest shields and armor you can on it, and make it fast
But do you have hull ?I have a slow cargo ship with no shields!
It's heavily min maxed...to get 500+ tons of cargo from point A to point B, in Open, safely.
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. 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.
IF you are using gimballed/turreted then go with a Class A sensor, sensor class affects gimbal performance.
But do you have hull ?![]()
"Do you have your build to share?":@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.
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"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
Use all gimballs and when he pops chaff de select him and use the gimballed like fixed
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.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.
Bi weaves have less sheild strength, but recharge much faster. Bi-weaves will come back if they get downed much faster than a regularI 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 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 ")Bi weaves have less sheild strength, but recharge much faster. Bi-weaves will come back if they get downed much faster than a regular
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?
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.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 ")
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 coolUsually 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
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.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.