My PvP setup for Anaconda - share yours

Why do you have an interdictor?
Why not? Repair costs got slashed in 1.2, and its nice to have tools available.

Edit: on that note swap out the 6A for a 7D gen. Its lighter and frees up some power while only being slightly weaker.
 
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Efrit

Banned
Why not? Repair costs got slashed in 1.2, and its nice to have tools available.

Edit: on that note swap out the 6A for a 7D gen. Its lighter and frees up some power while only being slightly weaker.
Because Conda isnt exactly a nimble ship.
 
My Galaxy Class Anaconda I have power configed so that when i lower weapons i can use all 3 cells at once. i find it is not much of a hindrance since capacitor will prob need to recharge anyway. Hull reinforcements basically just for ramming stuff since if my shields ever go down my PP will be the only target. This is the config I use to wander the galaxy and do whatever I want.

Also it makes me wonder why there isn't a module that makes your sub systems more resistant to weapon attacks. Might just be the gripes of an Anaconda player though. /shrug. Cheers.
 
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I dunno, I ran a very similar setup last week in my Conda hunting SSS for the community goal. Being a single target is most difficult to manage against 3 heavily armed ships, 3 NPC Conda's for this discussion. Power management and timing is critical of course, but the Conda's Achilles heal, with it's drive, is most troubling at best. Not just for taking out opponents, but as a CMDR, I find this borderline soft-spot a bit ridiculous on this class of ship with the available upgrades. When you have close to 500M Cr. yes, 1/2 billion, invested, there should be very few encounters that even come close to being a threat. Even with the OP's setup, drop into one of those SSS with multiple wings of Vultures, a dozen or so ships. is quite exhilarating, and humbling.
 
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Hahahaha... you say the Vultures shields are OP when you are running a build that has 1,547.00 MJ shield strength?

Erm... ok lol

While I understand how you could feel this is ironic, do not forget to take price into consideration. Conda is basically the end game now, this is a 500M+ build. This would be a 800M+ build if mirrored surface was of any actual use to protect subsystems.

I still find vulture pretty much OP, given its cost to efficiency ratio (be it on shield value, maneuvrability, firepower, stock price, rebuy cost... : everything is very good for a very low cost).

No bad blood though, just sayin' :)
 
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Why not? Repair costs got slashed in 1.2, and its nice to have tools available.

Edit: on that note swap out the 6A for a 7D gen. Its lighter and frees up some power while only being slightly weaker.

The 6A is really only there to so I can maintain some cargo capacity.
 
I dunno, I ran a very similar setup last week in my Conda hunting SSS for the community goal. Being a single target is most difficult to manage against 3 heavily armed ships, 3 NPC Conda's for this discussion. Power management and timing is critical of course, but the Conda's Achilles heal, with it's drive, is most troubling at best. Not just for taking out opponents, but as a CMDR, I find this borderline soft-spot a bit ridiculous on this class of ship with the available upgrades. When you have close to 500M Cr. yes, 1/2 billion, invested, there should be very few encounters that even come close to being a threat. Even with the OP's setup, drop into one of those SSS with multiple wings of Vultures, a dozen or so ships. is quite exhilarating, and humbling.

Bear in mind, pure combat isn't the Anconda's intended role, it a multirole ship. I really doubt an 500mil Anaconda is going to campare well with a 500mil Federal Corvette when it arives.
 
I dunno, I ran a very similar setup last week in my Conda hunting SSS for the community goal. Being a single target is most difficult to manage against 3 heavily armed ships, 3 NPC Conda's for this discussion. Power management and timing is critical of course, but the Conda's Achilles heal, with it's drive, is most troubling at best. Not just for taking out opponents, but as a CMDR, I find this borderline soft-spot a bit ridiculous on this class of ship with the available upgrades. When you have close to 500M Cr. yes, 1/2 billion, invested, there should be very few encounters that even come close to being a threat. Even with the OP's setup, drop into one of those SSS with multiple wings of Vultures, a dozen or so ships. is quite exhilarating, and humbling.

You probably want to avoid the module targeting threads. People will explain to you that its perfectly fine to kill big ships in a matter of seconds, via PP headshots. Because it makes sense, its plausible.

No one really knows why bulkheads and hull reinforcement do not protect inner subsystems whatsoever though. But it doesn't seem to matter that much, I mean, as long as you're not the one losing a 500 to 800M ship.


On topic, I think OP's build describes very well the current state of the game. Everything for shield. No bulkhead. No hull reinforcement. Shield boosters and SCB, "for the win". Shields make SS invulnerable. No shields mean your SS are 100% vulnerable, no matter your hull armour, bulkheads, and reinforcement. Therefore, no shields means no game, people FSD away.

Sorry about that whiney post, but I find this whole story so lame...
 
your hull strength just an avg value for the total area of your ship's hull. Locally, like over a subsystem, the hull can be compromised and thus the underlying subsystem damaged without causing significant further hull damage.

There is absolutely nothing wrong with that kind of mechanic and explanation. However, the hull strength (and reinforcements) should play a better role at the initial resistance of subsystem damage. Which it doesn't appear to do so (or not enough) currently.
 
I see PVP as a rock-paper-scissor match. Laser counter shields, ballistics counter hull. mirrors composites county lasers more.. etc etc. and then the whole ECM/PD things. Essentially if you had perfect information on your enemy you could make a build that would give you an immeasurable advantage without factoring skill at all. And if they had a balanced build they would also lose out on other efficiencies. To me it would make sense to have special bulkhead modules which added the same counter measure to subsystem targeting. What if you had very very dense reactive armor protecting your PP and so any attacks to it were greatly diminished.. however those bulkheads are useless for the rest of your hull or had some other cost associated. I just dont see why the R-P-S dynamic does not extend to big ships too. Instead they are left with an Achilles Heal
 
I'm sorry I did not mean to derail this thread into another subsystem / armour / Conda PP topic.

It's just... seeing that OP talks about Conda, and seeing that he - rightly so, given the current state of affairs - stacks only SCBs. I don't know, there is so much wasted potential.

It's all linked though, because having purposeless bulkheads/reinforcement mean that we don't fight without shields. And since SS are invulnerable while shield is up, the whole SS targeting also becomes almost pointless. Gah.
 

Efrit

Banned
stacks only SCBs. I don't know, there is so much wasted potential.
What else is there to put in the internal modules? AFM? LOL. Hull reinforcement package? wont save you from powerplant kills. Uhh... Thats about it.

And to everyone, my build isnt the best if you constantly fly in a wing. That build is for flying alone (I have 27 friends ingame, most of them have quit the game so what can you do), and its meant to take on several ships at once.
 
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I just dont see why the R-P-S dynamic does not extend to big ships too. Instead they are left with an Achilles Heal

The RPS dynamic applies even less to smaller ships. When the Viper was my primary vessel I mounted nothing but fixed beam lasers because fixed beam lasers stripped shields, and could do it despite SCBs. The fact that it took longer to harm the hull was almost completely irrelevant against smaller ships because 'longer' was usually more than fast enough. Only larger ships have enough hull strength to really even bother with selecting weapons for damage vs. hull.

The Anaconda, from certain angles, is quite vulnerable, but most larger ships capable of combat are less so, and a competent Anaconda pilot should not be exposing the power plant to direct attack in the first place. It's very difficult to take out a CMDR in a Clipper, FDL, or Python with subsystem targeting faster than tearing apart the hull.

It's all linked though, because having purposeless bulkheads/reinforcement mean that we don't fight without shields. And since SS are invulnerable while shield is up, the whole SS targeting also becomes almost pointless. Gah.

There is no permutation of mechanisms that would still result in this game being Elite: Dangerous where a focus on shields would not be wise for the overwhelming majority of combat setups.

Sheilds constantly recharge. Hull does not. Shields are a renewable resource. Hull and module damage is not. This, in and of itself, is more than enough to justify making your shields as strong as reasonably possible, and for disengaging before or immediately after shield collapse.

That said, there are still some shieldless setups that can be quite formidable. Can't reliably target subsystems, at least not with auto aiming weapons, on a ship that is constantly falling off sensors because it's pulsing silent running and/or dropping heatsinks. Combined with armor, hull reinforcers, and B class modules in critical areas, there are shieldless ships that can go toe to toe with their still shielded brethren.

What else is there to put in the internal modules?

That's precisely his point.

Though one AFM honestly wouldn't be a bad idea.
 
While I understand how you could feel this is ironic, do not forget to take price into consideration. Conda is basically the end game now, this is a 500M+ build. This would be a 800M+ build if mirrored surface was of any actual use to protect subsystems.

I still find vulture pretty much OP, given its cost to efficiency ratio (be it on shield value, maneuvrability, firepower, stock price, rebuy cost... : everything is very good for a very low cost).

No bad blood though, just sayin' :)

Conda might be endgame for some people, but I'm definitely not one of them. I can afford a basic setup for one, but I have no desire to get one, it's just not my bag.

As for the Vulture... yep, it's too good for the price and I've been saying it for the last month or so. It was spot on at 20m and the absolute lowest they should have gone was 17m.

The Anaconda setup Efrit is running is a prime example of poor game balance though tbh. If he could fit all those boosters and say a handful of SCBs I'd say "Fair enough", but to be able to run all A0 Boosters and how many SCBs? 12? That's kind of silly.
 
I tried a similar setup to this on the cheap, the shield boosters are cheap as chips and the best shield i could find. anything smaller than an Vulture cannot even bring down one ring in ages

I had a mate in a fully kitted ASP unleash all he had on me an...nothing.. My mate in his Conda: 5 pulse lasers ( 3 x C3, 2 x C20) and one huge cannon took about 3 to 4 minutes to bring down one ring.


And I totally agree with the OP

To all those pilots who say " a good player can stay behind a Conda easy peasy " I say " a not so good player in a Conda could turn and destroy you before you got close enough to even try getting behind " and " a good player in a Conda IS the king snake"
 
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