Newcomer / Intro What are you up to?

"Research, research, research" - Daisy Steiner

Trying to find out how much cash I need to splash on A-rating the 'Conda (mostly) and fitting BFG's everywhere possible and all sorts of countermeasures. I'm calculating about 700mincluding the hull. Could be way off though.

ETA - nevermind, I'm just going to go for it, credits be damned :D
Everyone should have an Anaconda sometime, it's just a classic and extremely flexible. I'll show you a couple of my builds, just to get your thoughts flowing. I'm not saying these builds are perfect by any means, but they worked quite well for me and will at least show you some of the things you could try.

This is my general-purpose build, for missions and futzing around the bubble mostly. I wanted lots of jump range, so I don't have a full complement of weapons, I'm using a small powerplant and D-class thrusters, and I swap out the internals as needed. It's tough enough to take some hits and is actually just fine in a RES site or what have you. But mostly I used it for missions and "seeing stuff" like guardian ruins and etc.


Then this is (almost) the same, but I switched things around to make it more combat-oriented. It's still multi-role, but it has plenty of shields and firepower for general purpose combat also.


And here's another that's combat oriented but uses Biweaves instead of Prismatics.


You can do so many builds with the Anaconda. Get one and make it your own :)
 
Cheers Codger!

I've just fitted her out thus:


Have not yet engineered the multicannons as I'm out of cadmium at the moment. But what a fun ship to fly! On the morrow, I'll make her work for the credits I've lavished on her. And I bought the pirate faction paint job suite as I feel good today :D

Wasn't too keen on the ship kits though.

SCPBHoI.jpg
 
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@Tyres O'Flaherty
That looks like a very decent setup :)(y)

A few comments:

Using a class 6 shield gen on a Conda often makes sense, because you can use the class 7 slot for the fuel scoop, and a class 7 fuel scoop is one sweet thingy when going into the darkness. In this build you also pack a punch with the hardpoints, so maybe consider upgrading the shield gen to 6A. Also if you engineer one of the shield boosters to heavy duty G5 super cap, it will have roughly the same mass and shield strength as 4 non-engineered boosters. Thereby you free up 3 extra utility slots.

Using reinforced alloy without engineering makes a heavier ship. The thing is that lightweight alloy with a heavy duty G5 deep plating will give you roughly the same integrity but since the original mass is 0 T (how's that even possible?), modding it will still result in a mass of 0 T, so you can scrape 30 T of the total mass doing that.

Overcharging a powerplant is bad! Don't do it if you don't have to. It causes overheating. Often a G1 or G2 mod will give you the power needed, and consider thermal spread! If you want lower mass, buy a smaller class A PP. The heat is most obvious when scooping, where your dashboard starts smoking pretty quickly ;)

With larger ships replacing deep charge on the FSD with mass manager gives you a minor (~0.1 ly) increase in jump range. It's not much but if you want to squeeze the last out of it, consider that on your next Conda (yes you will have more... :))


Edit: And nice paintjob! By principle I don't buy microtransactions, but if I did, this paintjob would be on top of my list.

2nd Edit: Also consider a 5H FSD booster instead of one of the cargo racks. It gives you an additional 10 ly jump range.
 
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The zero tonne lightweight armour is basically a heat treatment applied to the hull of the ship with the engineered versions being more exotic variations to change the properties, so your ship gets stronger but not heavier.

Now your emperorship I have a new range of lightweight robes exclusively for you.
 
I think heat is more complex than just "don't overcharge." I overcharge pretty much all my powerplants. But, you do have to pay attention to class and heat efficiency a bit, depending on what you're doing. Stuff I've found (by trial and error, so take it with a grain of salt):

An A-class powerplant is better, heat-wise. I usually use smaller powerplants to save weight, and overcharge as needed. I have no scooping/heat issues, and my weapons don't overheat, in fact my ships run pretty cool.

Anyway, don't be afraid to overcharge. It's helpful in lots of builds.
 
Well, Ripley is now as engineered as I am able to get her. Anything more needs me to go and do some mining or lots more shooting.

It's interesting about the PP. It outputs 50.4mj but, with stuff deployed, I only use 34.11mj. And, if I D rated the PD, I could gain 5lys in jump range. A couple of experiments for the future then! Anyway, my bridge looks a little lonely so I might pop into the crew lounge.

Or ask my two cats to take up the spare seats - however, one will be too busy watching the sparkly stars and space elves floating by on moondust clouds while the other one will be off hunting space weevils.

7oMqhIp.jpg
 
It might come down to the way you scoop. I scoop with full throttle as close to the star as possible. Also just personal anecdote, but from my experience if I overcharge, thereby increasing the "efficiency factor" it causes heat problems for me when scooping.

A G2 overcharged A class PP with thermal spread has the same efficiency factor as an standard A class PP, but I think it seems to overheat more for some reason. If you do a G5 mod with thermal spread the efficiency factor goes from 0.4 to 0.45. Not a lot, but it fills my cockpit with smoke. :)
 
A Remlock is just a cheap knock-off of a stillsuit. You don't need cubicle three in one. Nor, indeed cubicle one.

I should have been wearing one in the HRES I just got back from.
Can i interest you in a pair of Guardian Hover-boots?Their combination of superior grip and terrain-mapping ability maximises streamlining integrity for an effortless glide.
 
This system is doing ma heed in. I went to sleep on D3, woke up on C7,moved to A1, refueled, set course for D3,diverted to C6 for another ruin site(that's 5 active so far),and am halfway to D3 again before i realise i didnt scan the bio signs on C6. Have to go back there now. And my composition scanner is refusing to pick stuff up so my codex
bounties are resolutely stuck on 22.5 k.
Bearing in mind that A1 and D3 are 500ls apart,that's a lot of distance for no gsin.Those guys at Hutton Orbital had better not be ribbing me about that free 'conda.
 
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I think heat is more complex than just "don't overcharge." I overcharge pretty much all my powerplants. But, you do have to pay attention to class and heat efficiency a bit, depending on what you're doing. Stuff I've found (by trial and error, so take it with a grain of salt):

An A-class powerplant is better, heat-wise. I usually use smaller powerplants to save weight, and overcharge as needed. I have no scooping/heat issues, and my weapons don't overheat, in fact my ships run pretty cool.

Anyway, don't be afraid to overcharge. It's helpful in lots of builds.


Aye, thank you I was going to say something similar.

It's pretty simple for how I handle PP.

Always A-rated....always.

Go down as many sizes as I can get away with exploration ships or ships that must be fleet. Otherwise for big ships and gunboats like the Federal Gunship, I go as big a PP as it can take.

For engineering PP it's one of these three:
--G4 Armoured, Thermal Spread
--G4 Armoured, Monstered
--G4 Overcharged, Monstered
 
I've gotten around the Cat's Paw a bit, and am ready to head back to the bubble and gear up for A11X. I'm going to stop on the way at a cluster of O and B type stars I noticed on the outbound trip that intrigued me. They stretch from V1208 Scorpii to V963 Scorpii. There are quite a few, so it'll be a leisurely return. I have the time.

I hate how hard it is to see the blue stars...they're there.
134203


I may make a jump or two on the way there before I crash tonight, but before I arrive I have to edit and post the Paw pics. Coming soon.
 
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