Hello Commanders , this is me again (https://forums.frontier.co.uk/showt...-tips-for-my-first-FDL-fully-engineered-build + my actual FDL Ultimate™ : https://s.orbis.zone/1ein) ; i've been playing (grinding *cough*) a lot of the new deep core mining stuffs and i have enough money for a fully engineered Anaconda (i have already bought everything to the max , A rated for combat and i still have 1.4 billion credits left so money is definitely not an issue (i have enough money for a fully upgraded Federal Corvette and several rebuys)) , materials are not a problem i can gather plenty like when i built my FDL , can you give me your tips to build an Ultimate™ Anaconda ?
This build is a bit different since i chose to keep a fighter hangar (i put 6D but i'm fine with only have 1 bay instead of 2 , i use a Taipan Rogue F or a Gu-97 Aegis F) , a planetary vehicule hangar bay (i'm fine with downsizing it to have only 1 or none at all) and a fuel scoop (i'm fine with downsizing but i still want to keep one to avoid being out of fuel like a noob) , the cargo racks and the limpets controller can go as i don't need them in combat situation and they take up space , the life support is A rated for now because i feel that considering the size and speed , 7:30 minutes for D rated is a bit low to dock such a slow and expensive ship , i also need hard tips on shield cells engineering (what effect to use and most of all what experimental effect to use).
The weapons are not yet decided (although i have a preference for lasers , low heating (using thermal vents sometimes like on my FDL that never gets hot but i'm feeling adventurous with pulse lasers) and i don't like MC's) , i'm going for full gimballed weapons except for the two small hardpoints that will be turreted (for maximum efficiency because otherwise they are useless) , i prefer having pulse lasers over beam lasers (because beams empty my WPN bar way too fast) , i need two hardpoints for missiles (i'm thinking of aquiring 2 Pack-hound missile racks for fun on the medium hardpoints , what do you think ?).
I can't use Railguns or PA's with it because it's too damn slow.
For the utilitary slots , i need 1 heatsink and 1 point defense (i already had the debate wherever POI is useful or not and i found it very useful on my FDL so i'm keeping one on top of the ship) all the others will be shield boosters.
The ship should be able to function without going beyond the maximum energy limit while the cargo hatch is closed and the fuel scoop inactive.
This will be a combat Anaconda Ultimate™ mainly for PVE and eventually PVP (but considering the size and speed , probably not).
Engineered rough plan:
https://s.orbis.zone/1ei6
Unengineered rough plan (different modules because of lack of energy):
https://s.orbis.zone/1ei8
Let's try to make the Ultimate™ Anaconda with absolute power (means going for consistent damages instead of instantly emptying the WPN bar) , shield and protection (for these two we need the "Absolute" stat to the max on both)!
PS: Not an anti-thargoid ship build , keep them safe[alien].
This build is a bit different since i chose to keep a fighter hangar (i put 6D but i'm fine with only have 1 bay instead of 2 , i use a Taipan Rogue F or a Gu-97 Aegis F) , a planetary vehicule hangar bay (i'm fine with downsizing it to have only 1 or none at all) and a fuel scoop (i'm fine with downsizing but i still want to keep one to avoid being out of fuel like a noob) , the cargo racks and the limpets controller can go as i don't need them in combat situation and they take up space , the life support is A rated for now because i feel that considering the size and speed , 7:30 minutes for D rated is a bit low to dock such a slow and expensive ship , i also need hard tips on shield cells engineering (what effect to use and most of all what experimental effect to use).
The weapons are not yet decided (although i have a preference for lasers , low heating (using thermal vents sometimes like on my FDL that never gets hot but i'm feeling adventurous with pulse lasers) and i don't like MC's) , i'm going for full gimballed weapons except for the two small hardpoints that will be turreted (for maximum efficiency because otherwise they are useless) , i prefer having pulse lasers over beam lasers (because beams empty my WPN bar way too fast) , i need two hardpoints for missiles (i'm thinking of aquiring 2 Pack-hound missile racks for fun on the medium hardpoints , what do you think ?).
I can't use Railguns or PA's with it because it's too damn slow.
For the utilitary slots , i need 1 heatsink and 1 point defense (i already had the debate wherever POI is useful or not and i found it very useful on my FDL so i'm keeping one on top of the ship) all the others will be shield boosters.
The ship should be able to function without going beyond the maximum energy limit while the cargo hatch is closed and the fuel scoop inactive.
This will be a combat Anaconda Ultimate™ mainly for PVE and eventually PVP (but considering the size and speed , probably not).
Engineered rough plan:
https://s.orbis.zone/1ei6
Unengineered rough plan (different modules because of lack of energy):
https://s.orbis.zone/1ei8
Let's try to make the Ultimate™ Anaconda with absolute power (means going for consistent damages instead of instantly emptying the WPN bar) , shield and protection (for these two we need the "Absolute" stat to the max on both)!
PS: Not an anti-thargoid ship build , keep them safe[alien].
Last edited: