Question about the Anaconda and its prowess...

If you're building a RES or CZ Conda then don't go beam, don't go PA, don't go turret. You'll spin on a dime with FA off, and yes you're more maneuverable than a Python when pitching. Pitch + reverse thrust when something is outflanking you, and you'll keep them in your sights very easily. You drift a lot, but that's actually helpful if you take advantage of it. A pure RES or CZ build doesn't use PA or beams because they're inefficient at quick, nonstop killing. You want 3 to 4 gimballed multicannons and the rest all pulse. The two class 1 slots are best with dumbfire or heatseekers since size doesn't affect damage. Keep your multicannons on the top so they can fire consistently (if you always pitch up to meet things, they won't suffer spin-up times and end up not firing at all) and pulses on the bottom. The class 4 just fit a class 3 pulse.

Fly it like you would a more nimble Python - fly right up their butts and keep close, though you don't have to worry about staying behind them. There is no reason to hang back as you're more than maneuverable enough to stick on your target, and you'll kill smaller targets faster as your pulses won't miss as much. It also allows you to take advantage of the opportunity to ram something when you're really in a hurry, though this only really works against bigger ships due to drift. AI pilots like to fly big circles around you while you're in a Conda, and staying on top of them prevents this annoying maneuver from increasing your TTK.

You'll absolutely wreck everything, with even FGS and FAS melting in 10 seconds after shields are down, which only takes about 8 seconds. You can consistently melt ships until you're out of ammo, and aren't slowed by lining up fixed weapons.
When the multis are empty, take on a few more ships supplementing pulses with your missiles. Once they're empty go reload at a station - as your TTK is much lower without the multi's you're losing money in the long run.

This loadout doesn't require very much energy, and allows all SCB + KWS loadout, which means you can take on big wings solo without slowing down or waiting for them to engage something else. You'll kill a lot faster consistently than you would with capacitor-hungry or fixed loadouts, as you can fire pulses until their shields drop, and then unload with all hardpoints until their dead. On most bigger ships your capacitor will empty a couple seconds before they die, which means your DPS trails off only the last few seconds of each encounter.

Go bi-weave, as with all the SCB's you'll have more than enough shielding even for wings, and regen speed is far more important for staying power. Always target PP on other Condas, Clippers and Pythons. Against FAS and FGS it depends on how much they want to flip around. Sometimes it's faster and sometimes just going pure hull is faster. Everything else just blow up, as their paper hulls melt fast enough on their own. All of this depends on how many HRPs they have of course, which you can determine in the first couple seconds after shields drop.
 
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If you're building a RES or CZ Conda then don't go beam, don't go PA, don't go turret. You'll spin on a dime with FA off, and yes you're more maneuverable than a Python when pitching. Pitch + reverse thrust when something is outflanking you, and you'll keep them in your sights very easily. You drift a lot, but that's actually helpful if you take advantage of it. A pure RES or CZ build doesn't use PA or beams because they're inefficient at quick, nonstop killing. You want 3 to 4 gimballed multicannons and the rest all pulse. The two class 1 slots are best with dumbfire or heatseekers since size doesn't affect damage. Keep your multicannons on the top so they can fire consistently (if you always pitch up to meet things, they won't suffer spin-up times and end up not firing at all) and pulses on the bottom. The class 4 just fit a class 3 pulse.

Fly it like you would a more nimble Python - fly right up their butts and keep close, though you don't have to worry about staying behind them. There is no reason to hang back as you're more than maneuverable enough to stick on your target, and you'll kill smaller targets faster as your pulses won't miss as much. It also allows you to take advantage of the opportunity to ram something when you're really in a hurry, though this only really works against bigger ships due to drift. AI pilots like to fly big circles around you while you're in a Conda, and staying on top of them prevents this annoying maneuver from increasing your TTK.

You'll absolutely wreck everything, with even FGS and FAS melting in 10 seconds after shields are down, which only takes about 8 seconds. You can consistently melt ships until you're out of ammo, and aren't slowed by lining up fixed weapons.
When the multis are empty, take on a few more ships supplementing pulses with your missiles. Once they're empty go reload at a station - as your TTK is much lower without the multi's you're losing money in the long run.

This loadout doesn't require very much energy, and allows all SCB + KWS loadout, which means you can take on big wings solo without slowing down or waiting for them to engage something else. You'll kill a lot faster consistently than you would with capacitor-hungry or fixed loadouts, as you can fire pulses until their shields drop, and then unload with all hardpoints until their dead. On most bigger ships your capacitor will empty a couple seconds before they die, which means your DPS trails off only the last few seconds of each encounter.

Go bi-weave, as with all the SCB's you'll have more than enough shielding even for wings, and regen speed is far more important for staying power. Always target PP on other Condas, Clippers and Pythons. Against FAS and FGS it depends on how much they want to flip around. Sometimes it's faster and sometimes just going pure hull is faster. Everything else just blow up, as their paper hulls melt fast enough on their own. All of this depends on how many HRPs they have of course, which you can determine in the first couple seconds after shields drop.

Just the info i was looking for, had 4 pulse and multi cannons on my annie, had the placements a little messed up though, was annoying me, i shall try what you have suggested.
 
Just a quick compare of shield types

General setup:
2 3E Pulse
2 3C Beams
2 2F Multi´s
2 1G Multi´s
-------------
8A Power Plant

Shield 1. (better regen?)
7C Bi-Weave:
8.5mil
103.5% deployed
6 Shield boosters
1078 MJ (220%)

Shield 2.
7A Prismatic:
76.0mil
104.7 deployed
3 Shield boosters
1120 MJ (160%)

Shield 3.
7A Standard:
51.2mil
104.7 deployed
5 Shield boosters
1190 MJ (200%)

Price without discounts.
Build used for the test:
http://coriolis.io/outfit/anaconda/...n2d2d2d2d2d322b2b27.Iw18ZlA=.MwBhCYy6dvLEA===
 
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If you're building a RES or CZ Conda then don't go beam, don't go PA, don't go turret. You'll spin on a dime with FA off, and yes you're more maneuverable than a Python when pitching. Pitch + reverse thrust when something is outflanking you, and you'll keep them in your sights very easily. You drift a lot, but that's actually helpful if you take advantage of it. A pure RES or CZ build doesn't use PA or beams because they're inefficient at quick, nonstop killing. You want 3 to 4 gimballed multicannons and the rest all pulse. The two class 1 slots are best with dumbfire or heatseekers since size doesn't affect damage. Keep your multicannons on the top so they can fire consistently (if you always pitch up to meet things, they won't suffer spin-up times and end up not firing at all) and pulses on the bottom. The class 4 just fit a class 3 pulse.

Fly it like you would a more nimble Python - fly right up their butts and keep close, though you don't have to worry about staying behind them. There is no reason to hang back as you're more than maneuverable enough to stick on your target, and you'll kill smaller targets faster as your pulses won't miss as much. It also allows you to take advantage of the opportunity to ram something when you're really in a hurry, though this only really works against bigger ships due to drift. AI pilots like to fly big circles around you while you're in a Conda, and staying on top of them prevents this annoying maneuver from increasing your TTK.

You'll absolutely wreck everything, with even FGS and FAS melting in 10 seconds after shields are down, which only takes about 8 seconds. You can consistently melt ships until you're out of ammo, and aren't slowed by lining up fixed weapons.
When the multis are empty, take on a few more ships supplementing pulses with your missiles. Once they're empty go reload at a station - as your TTK is much lower without the multi's you're losing money in the long run.

This loadout doesn't require very much energy, and allows all SCB + KWS loadout, which means you can take on big wings solo without slowing down or waiting for them to engage something else. You'll kill a lot faster consistently than you would with capacitor-hungry or fixed loadouts, as you can fire pulses until their shields drop, and then unload with all hardpoints until their dead. On most bigger ships your capacitor will empty a couple seconds before they die, which means your DPS trails off only the last few seconds of each encounter.

Go bi-weave, as with all the SCB's you'll have more than enough shielding even for wings, and regen speed is far more important for staying power. Always target PP on other Condas, Clippers and Pythons. Against FAS and FGS it depends on how much they want to flip around. Sometimes it's faster and sometimes just going pure hull is faster. Everything else just blow up, as their paper hulls melt fast enough on their own. All of this depends on how many HRPs they have of course, which you can determine in the first couple seconds after shields drop.

Will be interesting to see how this stacks up in 2.1 with the AI changes
 
I dont get it: if you have the power for obe scb, you can bring as many as you want. It doesnt influence the power requirement at all...
 
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