I used to use one of my Corvettes for naughty things.
It's going to be part of my Colonia fleet so it's going to be a lawful ship from now on.
I also have an Annie which has done some questionable things and I intend for that to take over the role of my primary "outlaw" ship.
Trouble is that it, erm, kind of sucks in combat.
I tried to copy the "design philosophy" of my Corvettes but it just doesn't have the same punch as my Corvettes, despite apparently having a higher DPS.
On my 'vettes, for example, I use a pair of 4A efficient beams for bringing down shields they get the job done pretty well, even on ships in Combat zones.
On the Annie, I have 3x 3C efficient beams which, in theory, have almost the same DPS as my 'vette but it takes forever to bring a ship's shields down.
Similar thing with MC's.
On my 'vette, I bring 2x overcharged 2F MCs on line once I've broken a target's shield and hulls don't last long.
On the Annie I bring a 4A overcharged MC on line and it takes a painfully long time to make anything go boom.
I think a big part of the problem is the position of weapons on the Annie.
Half the weapons are on top and half of them are underneath, which means there's only a small overlap and if a target moves out of the "sweet spot" then half the weapons are either not firing or not hitting the target.
Maybe I just need to get more familiar with using the Annie, so I can make better use of the weapons?
The rest of the build seems to be working fine.
I test out my big combat ships by going to a high-intensity CZs.
In my Corvettes, I can easily win a HICZ while only losing a ring of shield.
In the Annie, I didn't see any noticeable loss to my shield, so it seems to be tough enough, but I barely win the CZ simply cos my TTK is so long.
Anyway, if anybody's got any advice for a weapons loadout for a combat Annie (mostly PvE) then I'd like to hear it.
Annie build: https://s.orbis.zone/96l9
Corvette build (for comparison): https://s.orbis.zone/96lb
It's going to be part of my Colonia fleet so it's going to be a lawful ship from now on.
I also have an Annie which has done some questionable things and I intend for that to take over the role of my primary "outlaw" ship.
Trouble is that it, erm, kind of sucks in combat.

I tried to copy the "design philosophy" of my Corvettes but it just doesn't have the same punch as my Corvettes, despite apparently having a higher DPS.
On my 'vettes, for example, I use a pair of 4A efficient beams for bringing down shields they get the job done pretty well, even on ships in Combat zones.
On the Annie, I have 3x 3C efficient beams which, in theory, have almost the same DPS as my 'vette but it takes forever to bring a ship's shields down.
Similar thing with MC's.
On my 'vette, I bring 2x overcharged 2F MCs on line once I've broken a target's shield and hulls don't last long.
On the Annie I bring a 4A overcharged MC on line and it takes a painfully long time to make anything go boom.
I think a big part of the problem is the position of weapons on the Annie.
Half the weapons are on top and half of them are underneath, which means there's only a small overlap and if a target moves out of the "sweet spot" then half the weapons are either not firing or not hitting the target.
Maybe I just need to get more familiar with using the Annie, so I can make better use of the weapons?
The rest of the build seems to be working fine.
I test out my big combat ships by going to a high-intensity CZs.
In my Corvettes, I can easily win a HICZ while only losing a ring of shield.
In the Annie, I didn't see any noticeable loss to my shield, so it seems to be tough enough, but I barely win the CZ simply cos my TTK is so long.
Anyway, if anybody's got any advice for a weapons loadout for a combat Annie (mostly PvE) then I'd like to hear it.
Annie build: https://s.orbis.zone/96l9
Corvette build (for comparison): https://s.orbis.zone/96lb