Please critique my PvE-oriented Anaconda build

http://coriolis.io/outfit/anaconda/...404---2fv5.Iw18ZlA=.CwBj4yujmI==?bn=Ransurian


4A scoop is nothing. Faster to land.

No idea why you are not managing your power, you can get much better weapons loadout that way.

KWS for bounty hunting.

Advanced Scanner for free money and explorer rank.

HRPs? Unless you are PvPing, and not stated you are, you are wasting Jump range for nothing. You are already a shield tank.

I would put a Chaff in, for multi small ship fights. Keeps some of the weapons fire off you while you pick them off.

- - - - - Additional Content Posted / Auto Merge - - - - -

Constructive.


If you only wanted constructive, you should have posted in the right forum for ship builds.

Post it here and you get mud sling. Suck it up.
 
Last edited:
http://coriolis.io/outfit/anaconda/...404---2fv5.Iw18ZlA=.CwBj4yujmI==?bn=Ransurian


4A scoop is nothing. Faster to land.

No idea why you are not managing your power, you can get much better weapons loadout that way.

KWS for bounty hunting.

Advanced Scanner for free money and explorer rank.

HRPs? Unless you are PvPing, and not stated you are, you are wasting Jump range for nothing. You are already a shield tank.

I would put a Chaff in, for multi small ship fights. Keeps some of the weapons fire off you while you pick them off.

- - - - - Additional Content Posted / Auto Merge - - - - -




If you only wanted constructive, you should have posted in the right forum for ship builds.

Post it here and you get mud sling. Suck it up.

Kill warrant scanners don't contribute enough to be worthwhile, imho -- not to mention you often have to visit other systems and empires just to turn in the paltry extra money. And, of course, you'd have to forego a precious utility slot. I am managing my power -- I hadn't realized that was an option, since I just started using the Coriolis tool. A discovery scanner seems reasonable, since I probably don't need five HRPs. I've heard from several sources that NPCs tend to ignore chaff, at least on larger ships that tend to be easy to hit irrespective of whether chaff is deployed, although I haven't tested it myself. As for a "better weapons loadout," I have no idea what you mean. As I understand it, gimballed pulses / beams / bursts are pretty great at module sniping. I've tried cannons and plasma accelerators, and both were shockingly bad. A 4A fuel scoop on a 32 capacity fuel tank is quite good, I find, and doesn't use quite as much power as a larger one.

There's my critique of your critique. ;)
 
Last edited:
You had pulse, I upgraded you to beams on the Larges to burn down shields quickly. Did you really look at my build?

Perhaps it is a difference in factions, but in Empire, and especially with ALD, KWS is a clear doubling of bounties. Also, in Lawless, you MUST scan to get anything.

And it is always nice to pull into Fed/Allied spacestation and collect a 2Million or more surprise bounty award.

Again, where I am, if I get one for a minor faction, it is right in that system, no jumping needed.
 
Last edited:
Agree with the KWS. Useful way to increase bounty amounts. Most times I'll pop into the local station and pick it up. However, if smuggling I may not want to hang around.

Hopefully a broker can be implemented where 75-80% can be claimed to clear up the long list of minor bounties we all pick up.
 
I suggest sticking with what ever you feel comfortable with. Everyone and their grandma has an opinion how to outfit their ships. "Beams strip shields faster" or "pulses are most efficient" just do what ever you want.

Here's a fact though, pulses and bursts do more damage against hull than beams. So unless you're packing some kinetics like multi cannons or what ever else, you're just going to waste time with beams. Beams suck energy like crazy.

-edit: my Anaconda had all fixed pulse lasers.
 
Last edited:
I suggest sticking with what ever you feel comfortable with. Everyone and their grandma has an opinion how to outfit their ships. "Beams strip shields faster" or "pulses are most efficient" just do what ever you want.

Here's a fact though, pulses and bursts do more damage against hull than beams. So unless you're packing some kinetics like multi cannons or what ever else, you're just going to waste time with beams. Beams suck energy like crazy.

-edit: my Anaconda had all fixed pulse lasers.

It's actually been my experience that large gimballed beams dish out more damage (especially module damage) than burst lasers by a fairly good margin. I've been testing out both against Federal dropships / gunships / pythons / et cetera, and it just seems like burst lasers underperform. I only get around one extra second of firing time to make up for the loss in damage.

I'm curious as to why you're using fixed hardpoints. Module sniping generally seems like the most efficient way to knock out ships, and hitting power plants with fixed weapons on an Anaconda seems impossible.
 
A Conda will shred any NPC as long as the hardpoints are filled with something other than mines and the player can aim good enough to hit the target.
 
[video=youtube;TR82aPyigMc]https://www.youtube.com/watch?v=TR82aPyigMc[/video]


Because with 3 large and two medium pulse lasers, I don't need to really worry about module sniping. Also, the Anaconda is surprisingly easy to use fixed weapons on.
 
https://www.youtube.com/watch?v=TR82aPyigMc


Because with 3 large and two medium pulse lasers, I don't need to really worry about module sniping. Also, the Anaconda is surprisingly easy to use fixed weapons on.

Hm. Honestly, I just can't see myself effectively utilizing fixed weapons against smaller, more nimble craft -- or against large, slow targets that tend to yield easy power plant hits. I've been able to deliver some astoundingly fast knockouts with 6 - 8 gimballed weapons by module sniping. I'd think it would be extremely difficult to hit modules with fixed weapons, especially seeing as how fixed weapons don't converge on a single crosshair point like gimballed weapons do.
 
Huge waste with the Hull Reinforcement Packages, maybe lose all of them except a single 4D. Military armor is generally fine for PVE. Also, Consider switching to a 6C=Biweave / 6A Shield Generator and a 7A SCB. Minimal change in max shield and everytime you press the button you get a brand new 650mj shield. 6A SCB are only 350mj.
 
I suggest sticking with what ever you feel comfortable with. Everyone and their grandma has an opinion how to outfit their ships. "Beams strip shields faster" or "pulses are most efficient" just do what ever you want.

Here's a fact though, pulses and bursts do more damage against hull than beams. So unless you're packing some kinetics like multi cannons or what ever else, you're just going to waste time with beams. Beams suck energy like crazy.

-edit: my Anaconda had all fixed pulse lasers.

Another person who did not actually look at the revised build.

I left the mediums/smalls as burst/MC.

And ah... he ASKED for our opinion.
 
Last edited:
Huge waste with the Hull Reinforcement Packages, maybe lose all of them except a single 4D. Military armor is generally fine for PVE. Also, Consider switching to a 6C=Biweave / 6A Shield Generator and a 7A SCB. Minimal change in max shield and everytime you press the button you get a brand new 650mj shield. 6A SCB are only 350mj.

Eh. According to Coriolis, equipping a 6A shield generator over a 7C would lead to a loss of around 70 MJ of shielding while also consuming more power (and taking much longer to recharge), which sounds pretty awful. Equipping a 6C bi-weave shield generator would cause me to lose over 220 MJ of shielding, which is hardly "minimal." I don't want to be reliant on shield cell banks.

I'm tempted to agree on the hull reinforcement packages, although TBQH, they don't weigh all that much, and I doubt they're causing a notable drop in maneuverability. I don't really feel like I need more SCBs, since I rarely use them anyway (not to mention they weigh a lot, too...).
 
Last edited:
Eh. According to Coriolis, equipping a 6A shield generator over a 7C would lead to a loss of around 70 MJ of shielding while also consuming more power (and taking much longer to recharge), which sounds pretty awful. Equipping a 6C bi-weave shield generator would cause me to lose over 220 MJ of shielding, which is hardly "minimal." I don't want to be reliant on shield cell banks.

I'm tempted to agree on the hull reinforcement packages, although TBQH, they don't weigh all that much, and I doubt they're causing a notable drop in maneuverability. I don't really feel like I need more SCBs, since I rarely use them anyway (not to mention they weigh a lot, too...).

It seems you are building a combat ship rather than a multirole...
 
Back
Top Bottom