Newcomer / Intro Setting up Anaconda for missions hunting pirates

@Droolingorc said
Yeah have been using a collector limpet, the limpets do like smashing themselves to death on my ship though lol.
Remember if you have some material targeted and launch a collector it will travel at full speed capture the object and bring it bag then it will go bang. If you don't have anything targeted the collector will travel more slowly but will fetch back each valid target in turn until it times out or is otherwise destroyed, the downside is if you haven't set things to ignore it caan bring back illegal items that can get you in trouble.
 
@Droolingorc said

Remember if you have some material targeted and launch a collector it will travel at full speed capture the object and bring it bag then it will go bang. If you don't have anything targeted the collector will travel more slowly but will fetch back each valid target in turn until it times out or is otherwise destroyed, the downside is if you haven't set things to ignore it caan bring back illegal items that can get you in trouble.

Ahhh didn't realise that, I thought they were just crashing lol, cheers!
 
So this is my conda build, it does conda things, it does conda things well. It kills well, it explores, and travels around the bubble quite well.
Overall this build is a good general multi role ship to do combat and exploration with.

Had to edit it, left a utility slot open for either another shield booster, or killwarrent scanner.

Some things about the conda, when it comes to engineering, you wanna upgrade your FSD first, and formost. The next 2 things you wanna max expcially on the conda are going to be your shields, then your engines. The conda is a flying brick, until you get your dirty drag drives on it, which changes it vastly. The next thing you want after fsd, shields, and engines is going to be your Power distribution. You are not gonna go wrong with charge enhanced and super conduit.

The conda makes a great entry combat ship, and as i said a great do everything ship, with of course the vette doing better, at combat in every way, at the price of....well....the price tag, and a 28ly jump range WITH an FSD booster.

Also a few general related questions...
1. Is it worth the time/effort of using the Kill Warrant scanner on pirates I'm hunting for missions?
Yes, it can be, if you are massacre stacking. The big brain trick to this though, is to engineer it to fast scan 5 so that the scan takes 2 seconds, then equip it to the same fire group as your beam lasers, and scan it down as your strip the ship of shields, what i do is after like 4 or 5 outtings i go over to an interstellar factor and sell all the bounties for the various systems.
2. I'm stopping to collect materials after fights, is there a way to keep track of it if it goes off your scanner? And is it actually worth bothering to collect the materials from the destroyed ships?
Generally i only pick up 4+ rarity items, which with time you just know which ones those are, the rest is not worth really getting

3. Is there a way of having my fighter pilot always set to 'Engage at will' rather than manually setting it each time its launched?
not that i know of, but default should just be num pad numbers which you will memorize with use.

4. I'm travelling between the mission tagged signal sources to get the pirates, would it be quicker going to the nav beacon or is that just likely to be suicide?

Depends on the missions you are doing, generally the nav beacon is safe for the most part, and just kinda gives you info. If you are doing massacre missions, threat levle 4 and 3 are like the best ones to go to since they dont attack on sight, and are pretty easy to take down, the next best being haz rez sites.

Also a final general tip, get your crew member at harmless and rank them up to elite.
The other tip is if you are using a fighter, go and get the lance guardian fighter. In the hands of a dangerous or better NPC pilot its amazing.
 
I suppose an Anaconda combat ship alternative would be - once the price and rank caveats are covered - a Federal Corvette.
I always suggest getting the conda first if you are itching to get into combat, because all of its core internals, optional, utility and hard points, can all be brought over to the corvette + the conda also offers the ability to do....well....anything else you want. Until you get taht vette
 
A few more pieces of advice for the aspiring bounty hunter:

Weapon loadout:
  • stick with gimballed. Ignore fixed weapons for the time being.
  • lasers and multicannons are a good, effective and easy to use combo. If you go this route, use the biggest MCs possible and fill the smaller slots with lasers. This is due to the way shields, armour hardness and piercing works.
Use lasers to chew down the shields, then shred the hull with MCs.
- there are some exceptions with advanced engineered loadouts but let's try to walk before we run. ;)

For instance, if you pick the Krait you might use 2 Large MCs, 1 Large and 2 Med lasers. Pulse, burst and beam each have their pros and cons.
 
Also cant stress enough the importance of engineering one of your small multi canons with corrosive rounds, its CRAZY good DPS.
I would honestly suggestion on the conda, having a huge and medium Auto canon and actually putting the corrosive rounds on the medium auto canon on the underside, the small multi canons on the conda are way in the back and have a really hard time actually hitting things i find.
 
Cool thanks for all the help and info.

Apologies on the slow reply, spent the last week or so not having enough spare time to get on Elite at all :-( Hopefully get back on it this evening!
 
Sorry to barge in like this, but I just got my Anaconda jumping from Kriat Mk2 and was shock at how low the Jump range is. Any way to increase it to the 40 ly range as stated in the Wiki ?
 
Sorry to barge in like this, but I just got my Anaconda jumping from Kriat Mk2 and was shock at how low the Jump range is. Any way to increase it to the 40 ly range as stated in the Wiki ?
Post a Coriolis link to your build.
Usually, it would involve upgrading and engineering the FSD, adding a Guardian FSD booster and lightweighting everything else.
Oh, and which wiki? A jumpaconda is usually in the 75-80 ly range.
 
Sorry to barge in like this, but I just got my Anaconda jumping from Kriat Mk2 and was shock at how low the Jump range is. Any way to increase it to the 40 ly range as stated in the Wiki ?
Jump range is a affected by the Frame Shift Drive fitted and the mass of the ship plus cargo and fuel.

To improve the jump range first fit the largest A rated FSD that will fit in your ship, next fit the lightest modules that will let you do what you want with that ship generally that will mean D rated modules but sometimes undersized A rated are better.
After that you will need to look at engineering the FSD for increased range and looking at getting access to a Guardian FSD Booster.

Using the third party shipyard tools to experiment with your build plans is a good idea.
 
Sorry to barge in like this, but I just got my Anaconda jumping from Kriat Mk2 and was shock at how low the Jump range is. Any way to increase it to the 40 ly range as stated in the Wiki ?
Without engineering, 36ly is about the practical maximum if you only want to scan planets. With engineering 80ly or more is possible
 
Thanks for the help, trying to get undersized A modules if possible since I thinking of going 21,000 + light years passenger runs.
 
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