Mind that the six-Shards Anaconda really is suited more specifically to defending a planetary port, where it relies a lot on Swarms being absent and repairs being available. That is a quite common intended scenario though, so here is a
quick video so that
@space voyager can see it!
If you need versatility, I think that precludes heavies, though at present I do not think one could offer a
specific build and claim it is definitely always best. My thoughts are:
- The Krait 2 is always an attractive option given its weapon classes, distributor size, good top speed and module space for repairs. I cannot use it personally due to its dire boost acceleration and duration, and mind that its weak lateral thrust performs poorly in high gravity.
- The Alliance Chieftain is a very speedy and sturdy option, at cost of its weapon classes. The three class 4 military slots makes it very durable, it seems to have well above-average rotation while at high speed, and I would rate its boost with decent acceleration and excellent duration. If you carry Flak then its lower class 2 hardpoint is perfect, otherwise making use of its hardpoints and their positions can be tricky. My preferred loadout became a Plasma in the lower class 2, two class 1 Thermal vents, and switching between Shards or Gausses elsewhere depending on how I feel like flying.
- For general port defence including Outposts, I took a strong liking to the Fer-de-Lance with no shield nor repair, which I decided to build after using the Chieftain to destroy a Hydra petal and taking only 3% damage or so. No Flak either; with a Fer-de-Lance it is very easy to avoid a Swarm, or bait and calm it if needed. Its biggest problems are that its hardpoint deployment directions are poor for fitting a gimbal Thermal vent beam, and that gear-boosting will also block its lower hardpoint from using many weapon types including a beam, and unfortunately also including Guardian Plasma (a normal class 4 Plasma Accelerator is physically big enough to see past the gear).
- The Federal Assault Ship can become a tougher version of that, at cost of one hardpoint.
Pre-charging the Plasma allows it to fire away despite the gear, though that got a bit tiring. I have been scoop-boosting a lot in the research Cutter recently so that it also collects limpets during the direction change, and I am hoping very much to transfer that practice over to the Fer-de-Lance to solve the gear problem, if I can find a bit more power to keep the Cargo scoop active!
Also whatever you choose, if there is any chance that you end up spending appreciable Heat sinks after burning Caustic damage away, I suggest equipping one Caustic sink instead.