Need a mostly non-engineered Anaconda mission boat

I need a pew pew mission boat that I'll use OCCASIONALLY when I just need stuff to die so I can go on with the rest of my day. This is not a ship I will be flying back to back missions in, but the "damnit, I have to kill stuff while possibly hauling stuff for this mission" boat.

I routinely get a mission I'm not going to turn down that takes better jockey fighting skills than I have in my vulture. (died 3 times trying to kill an anaconda with it)

I spent half a billion on an anaconda that can haul 96 (for missions) but is really needed for when I must kill something, but not a lot of somethings - so ammo guns are just fine. So far I have found fragment cannons aren't the way. I'm winning fights, but they are messy and long, and half the time I limp home. I'm also worried about hitting friendlies with them (I had to spend half of my last fight not shooting to avoid friendly fire).

It is a suck build. Please help me find a non-suck build that can curb stop 1-2 ships of any variety.


Engineering wise, I currently have access to:
FSD 5
Engines 5
Power 4
Multi-cannon 5
Rail gun 5 (I don't think this is the right choice)

I don't have these, but the Dweller is next and would give me:
Power distributor 5
Pulse Laser 4
Burst Laser 3
Beam Laser 3


current build: (all weapons gimballed because I'm too lazy and overwhelmed to aim)
4a beam laser
3c fragment cannon
3c fragment cannon
3c fragment cannon
2c fragment cannon
2c fragment cannon

0i Heatsink Launcher
0i Chaff launcher
5x 0A Shield booster
empty utility slot

7a Shield Generator
6a shield cell bank
6a shield cell bank
6e cargo rack
5e cargo rack
5d hull reinforcement
5d module reinforcement
3x 4d hull reinforcement
2d hull reinforcement
5d hull reinforcement
docking computer
planetary approach suite

1a military grade composite
8a power plant engineered for more power
7a thrusters engineered for max thrust
6a frameshift drive engineered for max range
5d life support
8a power distributor
8d sensors
5c fuel
 
You can't realistically do stacked missions using an unengineered ship. Rebuys no refundable.
Taking the time to Engineer her is the way. And only a few items. Weps shields/boosters hull etc. Then your in a better place
not sure of the convergence on a conda I don't own one.
but firstly
are your shields engineered? Cos if not this alone will increase your survivability. Along with hull reinforcments engineered too.
weps is your call but for quick kills go multicannons. All of em. Gimballed.
rapid fire autoload on big calibre MCs and overcharged over sized on little ones. Don't forget corrosive on a little one too. Incendiary is also an option.
point is your engineering for quick multikill and survivability. Get perhaps 7a biweaves on fast charge. That way u spam missions don't have to worry about waiting for regen.
having 2 scbs is In my view a waste. Another engineered hull reinforcment perhaps.
that's just at a glance.

forgot reactive armour. Assuming it's a pve build u get an extra buff with reactive. You want approx 50% resist all. Reactive goes alongway to achieving that for hull.

one final note..in utilities you want chaff and heatsink. I'd lose the chaff and have 3 shield boosters. Also Engineered.
trust me after these mods you'll be thrashing em
 
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I find this build to be hilarious, but for many NPC ships this is literally an insta kill. Replace all but the class 4 PA with turreted flack cannons for less power draw, heat, and a reduction in skill required to hit. There is some engineering needed but you can omit much of it.
But, you can not choose to be in the fighter and let your NPC pilot fly the main ship with this build in combat. They will continue to fire until the ship melts down. They don't care about heat at all.

 
I find the Cutter the best multi purpose mission ship capable of killing anything,i'm sure the Anaconda also fits the bill but if you want full on god mode the Cutter is the way to go.
 
Oh most certainly not.. I own a fully engineered cutter and a corvette. The corvettes firepower and convergence make it excellent for huge rapid fire MCs and the rest beams or wotever really..those huge MCs destroy anything rapidly. Ammo not an issue.
But the biggest thing about the vette is you can turn really tight fa off boost. Cutter sucks turning. Only shields and cargo are better on a cutter.
My opinion of course
 
You can't realistically do stacked missions using an unengineered ship. Rebuys no refundable.
Taking the time to Engineer her is the way. And only a few items. Weps shields/boosters hull etc. Then your in a better place
not sure of the convergence on a conda I don't own one.
but firstly
are your shields engineered? Cos if not this alone will increase your survivability. Along with hull reinforcments engineered too.
weps is your call but for quick kills go multicannons. All of em. Gimballed.
rapid fire autoload on big calibre MCs and overcharged over sized on little ones. Don't forget corrosive on a little one too. Incendiary is also an option.
point is your engineering for quick multikill and survivability. Get perhaps 7a biweaves on fast charge. That way u spam missions don't have to worry about waiting for regen.
having 2 scbs is In my view a waste. Another engineered hull reinforcment perhaps.
that's just at a glance.

forgot reactive armour. Assuming it's a pve build u get an extra buff with reactive. You want approx 50% resist all. Reactive goes alongway to achieving that for hull.

one final note..in utilities you want chaff and heatsink. I'd lose the chaff and have 3 shield boosters. Also Engineered.
trust me after these mods you'll be thrashing em

Dragsham - I can piece together what I need from what you said -- Thank you!

Cheesenbiscuits - I'm a long way off from unlocking the cutter.

Gorankar - looking...
 
An even mix of gimballed Over charged Pulse lasers and Multi-canons is fine for PvE

On the Conda, I usually make the 2 small at the rear long-range turrets.
 
Updated Current build:
A lot of improvement, but still a lot of room for improvement. Shield boosters especially need to be engineered. Hull reinforcement could be also, but if I'm hitting armor a lot, then I'm in a bigger fight than I probably ought to be in.

I need to go test drive it against an NPC 'conda.

4a Multi Cannon, Rapid Fire 5, Autoload
3c Multi Cannon, Rapid Fire 5, Autoload
3c Multi Cannon, Rapid Fire 5, Autoload
3c Multi Cannon, Rapid Fire 5, Autoload
2f Multi Cannon, Overcharged 4, Oversized (Didn't want to spend the engineering mats on '5')
2f Multi Cannon, Overcharged 4, Oversized
1g Multi Cannon, Overcharged 4, Oversized
1g Multi Cannon, Overcharged 4, Corrosive

0i Heatsink Launcher
0A Shield booster
0A Shield booster
0A Shield booster
0A Shield booster
0A Shield booster
0A Shield booster
0A Shield booster

7c Bi-weave Shield Generator, Reinforced Shields 5 (needs experimental effect, this is next on the list)
6a shield cell bank (only 1 now)
6e cargo rack
6e cargo rack
5d hull reinforcement (5 is as large as they go, so I swapped it with 5e cargo and increased the cargo to 6e)
5d hull reinforcement
5d module reinforcement
4d hull reinforcement
4d hull reinforcement
4d hull reinforcement
2d hull reinforcement
5d hull reinforcement
docking computer
planetary approach suite

1a military grade composite
8a power plant, Overcharged power plant 4
7a thrusters, Dirty Drive Tuning 5
6a frameshift, Increased FSD range 5
5d life support
8a power distributor, Charge Enhanced 5
8d sensors
5c fuel
 
Since you're going with bi-weave, you might consider the fast charge experimental.

For the boosters, I'd go res aug with supercaps for about 3 and heavy duty supercaps for the rest.
 
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