Need help for an Anaconda PvE Fit

Hello there fellow Commanders,

like the Title suggests Im looking for a sweet Anaconda PvE combat fitting. Right now I have it fitted to be an allrounder with an srv, cargo racks, fighter and so on but I realized that I mostly do combat missions or HRes sights with it. The Rest I do in my ASP.

If you guys have a nice fitting that is able to survive some rough bounty hunting, can be played by multicrew and possibly has a huge plasma accelerator id be really interested in seeing it.

Current fitting:

4A Multicannon (modded)
3x 3E Burstlaser
2x 2F Multicannon (modded)
2x 1G Multicannon (modded)

5x 0A Shieldbooster (modded)
0I Chaff
0I Heat sink launcher
0C Killwarrant scanner

1A Military composit armor
8A Powerplant (modded)
7A Thrusters
6A FSD (modded)
5D Life support
8A Energy thingy (sorry Im german and dont know the correct translation for that one)
8D Sensors
5C fueltank
5B Shieldcellbank

7A Shieldgenerator
6A Cargorack
6A Fuelscoop
3x 5D Hull reinforcment package
5D Fighter Hangar (Taipan)
2G SRV Hangar
3A Collectorlimpet
1E Landing Computer
1I Planetary suite

Like I said the initial idea was an allrounder but Im striving to streamline it more towards combat.

Looking forward to your tips and suggestions

Cheers

Commander Ray Nova
 
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1) 6A fuel scoop are overkill - I replace it with 6A or 6B shield shield

2) I never use Hull reinforcment package for PvE builds, because if you are loosing shield = you run, if NPC is not near death:

Since 64T cargo is good enough I replase HRP with 2 32T cargo rack
and 1 with A5 Fuel scoop

3) Chaff I never use it in PvE - I recommend Shield booster here.

4) Replace 6A Cargo rack with 6D FIGHTER bay = more fighters and you can lunch right away new one.

5) I use G4 SRV thing, just in case I lose one.
 
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You've got more of a combat setup than I have, and I'm doing fine. Lol

The main differences between your Anaconda and mine, are;

•I don't fit any armour or H/MRPs. This keeps my Anaconda fast and agile (for such a large ship, anyway). it also keeps the rebuy down, since NPC's can rarely dent my shields, it's never an issue.

•I run 2 large multicannons, modded. And 2 Packhound launchers, also modded. The rest are efficient pulse lasers. All gimballed. This works exceptionally well against agile targets.

•I fit 2 point defence, 1 HS launcher. Mostly because pirates used to use hatchbreakers, and are supposed to be using them again in 2.4.

•I fit a class 6 fighter, with 2 different SLFs. One that I'm good with, and one for my crew. But also so I can just keep launching without the downtime.

•I also fit and ADS, SRV(X2), Collector Limpets, a big fuel scoop, and loads of cargo space. I never use a docking computer.

And that'll hold its own in a CZ/RES/CNB until I run out of ammo, and beyond.

Basically, what you have is fine. :)

CMDR Cosmic Spacehead
 
You've got more of a combat setup than I have, and I'm doing fine. Lol

The main differences between your Anaconda and mine, are;

•I don't fit any armour or H/MRPs. This keeps my Anaconda fast and agile (for such a large ship, anyway). it also keeps the rebuy down, since NPC's can rarely dent my shields, it's never an issue.

•I run 2 large multicannons, modded. And 2 Packhound launchers, also modded. The rest are efficient pulse lasers. All gimballed. This works exceptionally well against agile targets.

•I fit 2 point defence, 1 HS launcher. Mostly because pirates used to use hatchbreakers, and are supposed to be using them again in 2.4.

•I fit a class 6 fighter, with 2 different SLFs. One that I'm good with, and one for my crew. But also so I can just keep launching without the downtime.

•I also fit and ADS, SRV(X2), Collector Limpets, a big fuel scoop, and loads of cargo space. I never use a docking computer.

And that'll hold its own in a CZ/RES/CNB until I run out of ammo, and beyond.

Basically, what you have is fine. :)

CMDR Cosmic Spacehead

What shields are you running Cmdr?
 
I can't comment on the multicrew aspect since I don't use it, but I go PvE with this - which is still being worked on, especially with shield and boosters. Hull is (still) lightweight alloy, that I keep meaning to upgrade reactive but haven't gotten to it yet! Obviously running all kinetic weapons means I need to keep a stock of synthesis mats as well.

1x 4A Multicannon - Overcharged with corrosive shell
3x 3C Multicannon - all overcharged, one with autoloader
2x 2D turretted frag cannons, both double shotted with screening shell
2x 1F turretted cannons, one rapid fire with dispersal field, and the rapid fire only

6x 0A Shield Boosters - 4x Heavy Duty, 2x Resistance-augmented
1x 0A KWS with fast scan
1x Point Defence with lightweight mod

7A Prismatic shields, reinforced
3x 5D HRP
1x 5D Hangar with Taipan Rogue F
4A fuel scoop

8A overcharged power plant
7A Dirty drive thrusters
6A FSD with increased range
5D life support
8A power distributor with charge enhanced mod
8A sensors
4a SCB in the military slot
 
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If it's truly for PVE, here is my build.

Full efficient5 burst gimballed lasers, size 1s have scramble spectrum
7 biweave thermal5 shield rolled for regen boost (10 percent)
6 fighter bay - fixed MC variant
Five resistance5 boosters, two heavy5 boosters, kill warrant scanner modded for fast scan (make sure range is at least 2500 or so though)
Power plant overcharge-1 rolled like 100 times for combination of above-max heat efficiency AND more power
Rest normal stuff: dirty5 drives, range5 FSD etc


Your shields will regenerate fast and barely take any damage, you'll never run out of ammo and shred everything fast. You don't need armor - nothing will get through your shields. Chaff doesn't help much in a ship as big as an anaconda and you don't need it anyway, nothing will scratch you. Anaconda had the highest DPS in the game vs small ships. Warning: this build is ok for light PVP (1vs1, piracy etc) but against more serious PVP you will have problems: plasma, frags, feedback rails etc will rip you up.
 
Don't take what you don't need.

Example, if you are doing combat, fill your internals with HRM and the two classes of module protection for hull tank.

I run reinforced shields and plug in themal protection w/ shield boosters.

Fill up your utilities with shield boosters, with thermal, RA, HD and kinetic.

Hard points plasma in the ones, MC turrets in the twos, threes and fours your choice, I lean on the MC's all w/ HICAP mags.

You don't need an SRV in a combat zone or for bounty hunting.

Buy cargo racks, fuel scoops, whatever you need need to outfit your ship for a particular role, mod and store them at home base. When you want to go on a particular mission, just swap the load out.

Sharpen your ship to the task at hand, that way you will be most effective.

Eventually you will find different ships to keep for different tasks with semi-permanent load outs.

You can always buy and sell stuff you don't use often like a big fuel scoop, particularly with an Anaconda which has range.
 
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Thank you to all Commanders who helped. I followed your suggestions and refitted a couple of slots. The new main weapon of choice is a 4A Plasma Accelerator. I will have to engeneer it somewhat though in order to make those shells fly faster so I can hit more than a python reliably haha :D
 
I'm never happy with my loadouts, but this latest one has got a good well balanced feeling to it.

[video=youtube_share;me2_DfeKR0A]https://youtu.be/me2_DfeKR0A[/video]

C4 gimballed overcharged multicannon - auto loader
C3 gimballed overcharged multicannon - auto loader
C3 fixed efficient beam - thermal vent
C3 fixed efficient beam - thermal vent
C2 turreted high capacity multicannon - corrosive
C2 turreted high capacity cannon - dispersal field
C1 fixed long range railgun - feedback cascade
C1 fixed long range railgun - feedback cascade
 
Hello there fellow Commanders,

like the Title suggests Im looking for a sweet Anaconda PvE combat fitting. Right now I have it fitted to be an allrounder with an srv, cargo racks, fighter and so on but I realized that I mostly do combat missions or HRes sights with it. The Rest I do in my ASP.

If you guys have a nice fitting that is able to survive some rough bounty hunting, can be played by multicrew and possibly has a huge plasma accelerator id be really interested in seeing it.

Like I said the initial idea was an allrounder but Im striving to streamline it more towards combat.

Looking forward to your tips and suggestions

Cheers

Commander Ray Nova

I've two alternate builds for my Anaconda, which does everything (missions (cargo, assassination, massacre, etc.), bounty hunting, etc.
Standard fit with Efficient Beam Lasers
Switch to LR Pulse lasers for Fun in CZs
Please check the notes on each component, as I did put in all the modification details (e.g. C4 Multicannon is G5 Overcharge with Autoloader effect, Beams are G5 Efficient with Thermal Vent, etc.)

I did the alternate LR Pulse laser build because another poster recommended the LR mod because it removes the damage drop off. Once the target is 1.5 km away, the Pulse laser build is out damaging the Beam Laser build. I can also continue to damage opponents all the way out to 5 km, which is good for killing ships trying to run. The down side to this build is that you can overheat very easily if you keep firing non-stop. This is NOT a problem for the Beam build. Before the Thermal Vent effect, my heat rarely went over 50. Now it usually stays right at 30.

I tend to stick with the Beam build because NPCs usually keep charging right in to close range, and this weapons load out kills them FAST.

The missile launchers on both builds are mainly for little ships, like enemy SLFs. Secondary purpose is just for fun. Missiles... wheeee! Boom.

The one thing not noted in the build planner is that the fighters I use are the Imperial GU-97s with the Plasma cannons. My favorite, as they are the most maneuverable fighter and the weapons, while having the 3rd highest DPS, do equal damage to shields and hull. Quite simply, they tear enemies to pieces (especially with my Elite pilots.

I rarely have to use my SCB. Usually only when I'm in a CZ. The combination of high resists and the fast charge of the bi-weave keep my shields up all the time and I rarely have any down time waiting for them to build up. This is unlike my FDL, where I occasionally get a little crazy, get my shields down to 20 or 30%, and then have to do a reboot and repair to bring them back up.

And yes, you'll want that 6A fuel scoop (I noticed you had one already). Unless you enjoy long refuel times. I don't. I'm all about jumping as fast as possible.

I don't use HRPs because the NPCs rarely drop my shields - has only happened twice in CZs. In both cases, I was able to easily get away with minor hull damage.

Collector Limpets are very useful for salvage missions. Quickly grab the target items before the enemy ships pop-in (which I then kill at my leisure). Also, if you ever do a salvage mission in near orbit of a planet, you'll understand how valuable they are (stupid gravity).
 
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I'm never happy with my loadouts, but this latest one has got a good well balanced feeling to it.

https://youtu.be/me2_DfeKR0A

C4 gimballed overcharged multicannon - auto loader
C3 gimballed overcharged multicannon - auto loader
C3 fixed efficient beam - thermal vent
C3 fixed efficient beam - thermal vent
C2 turreted high capacity multicannon - corrosive
C2 turreted high capacity cannon - dispersal field
C1 fixed long range railgun - feedback cascade
C1 fixed long range railgun - feedback cascade

I would so love to go with railguns sometime - on either my Anaconda or Corvette. But I just can't let go of the missiles. They are just so much fun for killing small craft... or ships that are just plain annoying me.

I thought about using one of the C3's for a multicannon, but I don't like the spin up time on a C3. I can actually support a 3rd efficient beam, but it makes the power management less fun. So I use a Pulse.
 
1) 6A fuel scoop are overkill - I replace it with 6A or 6B shield shield

2) I never use Hull reinforcment package for PvE builds, because if you are loosing shield = you run, if NPC is not near death:

Since 64T cargo is good enough I replase HRP with 2 32T cargo rack
and 1 with A5 Fuel scoop

3) Chaff I never use it in PvE - I recommend Shield booster here.

4) Replace 6A Cargo rack with 6D FIGHTER bay = more fighters and you can lunch right away new one.


5) I use G4 SRV thing, just in case I lose one.

Sorry, but I think several points are nonsense.

You absolutely need 6A fuel scoop in an Anaconda, and hull reinforcement is outright a must for in an expensive ship only to survive while running, it is not a fast ship afterall - not to mention not having to rush back to the station to repair the ship after the first time shields drop.

@OP, others have probably better tips, but without further ado, I'd recommend module protection and AFMU.
 
Sorry, but I think several points are nonsense.

You absolutely need 6A fuel scoop in an Anaconda, and hull reinforcement is outright a must for in an expensive ship only to survive while running, it is not a fast ship afterall - not to mention not having to rush back to the station to repair the ship after the first time shields drop.

@OP, others have probably better tips, but without further ado, I'd recommend module protection and AFMU.

I've never needed HRPs to survive when I had to run because my shields dropped. And that was fleeing a CZ, with 5 ships banging on me the whole time. Note, I'm only talking about NPCs. If we're adding enemy players to the mix, then oh yeah... strip out my SRV bay, collector, several cargo bays, and replace with HRPs modified with G5 Heavy armor (not only boosts HP more but also will grant you great resists).

Also, I do have an AFMU in storage, kept wherever I'm basing my Anaconda at that time, that can be switched out with the collector limpet controller. However, I just never need it.
 
Sorry, but I think several points are nonsense.

You absolutely need 6A fuel scoop in an Anaconda, and hull reinforcement is outright a must for in an expensive ship only to survive while running, it is not a fast ship afterall - not to mention not having to rush back to the station to repair the ship after the first time shields drop.

@OP, others have probably better tips, but without further ado, I'd recommend module protection and AFMU.

Yep, 6A feels like a minimum if you want to fuel scoop in a reasonable time.
You're not going to be doing a lot of evading in a big ship, you need to be able to tank the damage.
Module protection is a good choice, you don't want that FSD or Power Plant at low %.
 
It's similar to mine. I have a few differences which are all intended to increase the jump range for a long-range trade/mission runner:
* I've left out one of the size 3 lasers - there are 2 on top and 1 underneath; they can't all fire at once.
* I've modded the size 4 multicannon to G5 lightweight.
* I use a 7D thruster (modded G5 dirty drive) because it's lighter - it also keeps the "big ship" feel.
* I've kept to lightweight armour; as others have said, run if shields get low.
* Power plant is undersized (6 I think) and overcharged.
* Other mods: long range FSD, overcharged size 2 multicannons, thermal resist shield, resist augmented shield boosters.
 
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