Ship Builds & Load Outs New Anaconda build questions

My last deep space expedition netted me 150m(bringing me to 200m), so I figured might as well get a Anaconda(don't have the fed rep for a corvette, and this will come in handy for trading/evacuations type missions)

First I would just like to say, anyone who says the ships all fly the same/are too samey, are morons lol(almost every ship I owned, handled completely different then the others, in multiple aspects at that. In the Anaconda's case, I have to be very careful about powering up the engines near a star. It has so much brute power, that flying smack into a star, by just powering up your engines before you turn away, is a real threat lmao)

The Anaconda is stacked on module slots(and woot woot no useless class 3 slots, frankly class 3 shouldn't be a thing on any ship higher tier then a cobra). Now I setup the build like I did with the phantom initioally(found out I can't get away with taking a lower class power distributor though, it wouldn't allow me to boost, so I just D ranked it). I put a class 6 fuel tank in there, like I did with the phantom, and I initially got a 5A Fuel scoop(like with the phantom).

It appears that the Anaconda is a fuel guzzler though. I looked into maybe upgrading the class 6 fuel tank into the class 7, but didn't like that jump rang hit(It's rather sizable). There's nothing else to use a class 7 slot for, plus I have plenty of class 6, and 5 slots(wow what a great problem to have), so I can't believe I'm entertaining getting a class 7A fuel scoop, but is it worth the 100m or is it so overkill, I should just upgrade my 5A, to a 6A.

Obviously when I'm doing missions in the bubble, I could use the class 7 slot for Cargo/passenger cabins, but I'm confused on what I should do for like a deep space scouting type ship.


Also, is it viable to use a class 5D shields, instead of the Class 6D shields or will a hard landing with a class 5=me having to spend 9m to buyback my ship?
 
Personally, for a deep space explorer, AFM in the size 7 slot. As long as you can power it up to use it, you can power it down the rest of the time. Always good to have an AFM, and bigger means more repair capacity and ammo, also it has 0 mass.
 
Personally, for a deep space explorer, AFM in the size 7 slot. As long as you can power it up to use it, you can power it down the rest of the time. Always good to have an AFM, and bigger means more repair capacity and ammo, also it has 0 mass.


Alot of people praise AFMs to high heaven, and considering my modules don't tend to get damaged much, it seems wasteful. Now I get it, I'll be taking the Anaconda alot further then my Phantom, but wouldn't using some class 5s or a class 6 slot be plenty for that?
 
I found AFMs to be quite useful, but then I was neutron boosting, so had to stop and repair the FSD about every dozen jumps... It's simply a matter of preference, so what else do you want to put in a size 7 slot?
  • A fuel scoop sure, but a 6A does just fine for a fraction of the price: 6A - 36s fill for 28m credits vs 7A - 25s fill for 91m credits
  • A size 7 fuel tank maybe? You don't have to keep it full, I guess you could use it for 'range' between scoops in certain areas with lack of scoopable stars

A size 5 or 6 AFM is fine, you can synth ammo if you need to. I don't think a size 7 scoop is necessary, a 6A does quite well, 36s for the full tank. And I don't think an explorer build really wants to throw a size 7 anything that has mass in. Take an AFM and repair limpet controller imo, you don't need them until you do... stuff happens =)

  • 6A fuel scoop
  • any size AFM, class doesnt matter so much
  • SRV, I just take a size 2 hangar, its really hard to wreck a SRV, repair synths are cheap, I dont see the point of the extra mass of a spare SRV
  • Shield - use your 5D.
  • repair limpet controller + small cargo rack for limpets
  • DSS scanner and idk what else you want, auto pilot stuff if you use that.

Annie has a ton of space, space is exactly what you do want to 'waste' on an exploration build isn't it?

If you can't land without a huge shield... a ship exits out of glide at 200m/s, every time. Now if you keep your ship speed below 500 m/s you will not get descent locked. Take it slow, keep your ship level + use vertical upward thrusters in order to slowly descend. On a high-G you might have to hold vertical up thrust the entire way down to not start 'falling'... The biggest mistake people make is putting themselves into a locked descent ( 500 m/s+ ) and not knowing how to pull out of it... nose straight up and boost does not work once you are in a locked descent.
 
I found AFMs to be quite useful, but then I was neutron boosting, so had to stop and repair the FSD about every dozen jumps... It's simply a matter of preference, so what else do you want to put in a size 7 slot?
  • A fuel scoop sure, but a 6A does just fine for a fraction of the price: 6A - 36s fill for 28m credits vs 7A - 25s fill for 91m credits
  • A size 7 fuel tank maybe? You don't have to keep it full, I guess you could use it for 'range' between scoops in certain areas with lack of scoopable stars

A size 5 or 6 AFM is fine, you can synth ammo if you need to. I don't think a size 7 scoop is necessary, a 6A does quite well, 36s for the full tank. And I don't think an explorer build really wants to throw a size 7 anything that has mass in. Take an AFM and repair limpet controller imo, you don't need them until you do... stuff happens =)

  • 6A fuel scoop
  • any size AFM, class doesnt matter so much
  • SRV, I just take a size 2 hangar, its really hard to wreck a SRV, repair synths are cheap, I dont see the point of the extra mass of a spare SRV
  • Shield - use your 5D.
  • repair limpet controller + small cargo rack for limpets
  • DSS scanner and idk what else you want, auto pilot stuff if you use that.

Annie has a ton of space, space is exactly what you do want to 'waste' on an exploration build isn't it?

If you can't land without a huge shield... a ship exits out of glide at 200m/s, every time. Now if you keep your ship speed below 500 m/s you will not get descent locked. Take it slow, keep your ship level + use vertical upward thrusters in order to slowly descend. On a high-G you might have to hold vertical up thrust the entire way down to not start 'falling'... The biggest mistake people make is putting themselves into a locked descent ( 500 m/s+ ) and not knowing how to pull out of it... nose straight up and boost does not work once you are in a locked descent.


Ok good, I thought a 6A fuel scoop would be more then enough.

yea that's what I thought

Now I was thinking that myself, as well as wondering why anyone would use a class 6(unless playing with other people), until I saw how efficient, and super light weight the class 6 was. For only 7 tons more then the class 2, it holds a whopping 4 SRVs. Yea It's just too nice to pass up.

Ok cool

sure why not, that Isn't going to nick my jump range much.


I rarely have rough landings, but damn some of these planets scale weird(mainly the moons, the surface is alot close then you would think sometimes). A 5E saved my Phantom(couldn't find a D rated shield at the time), I was at full thrust right into the surface of a moon lol, my shields went down, but the ship was completely undamaged. Boy I was lucky, for the milisecond I realized I was going to hit the surface, I thought I was going to instantly die. Damn class 5 shields are strong.

That's never going to happen when flying the anaconda though, its engines are too powerful to run them at full when approaching anything period, so yea wont be doing that.
 
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