What to put into an Anaconda's underbelly hardpoints?

The class 4 was easy (gimballed MC) as were the upper class 2 and 3 (turreted pulse lasers). For simplicity I've fitted the underbelly class 1 and 3 with turreted pulse lasers, too. But there may be more sensible solutions like rockets or torpedos for the class 1 and whatever for this strangly placed class 3.

Ship is not engineered yet and A-fitted with exception of thrusters and sensors. The current build is mainly intended for PVE as a heavily armed merchant cruiser doing missions and thus dealing with the regular interceptions by other 'condas, Pythons and Gunships. A fighter bay is installed.

What do you guys recommend?

Thanks CMDRs!
 
The class 4 was easy (gimballed MC) as were the upper class 2 and 3 (turreted pulse lasers). For simplicity I've fitted the underbelly class 1 and 3 with turreted pulse lasers, too. But there may be more sensible solutions like rockets or torpedos for the class 1 and whatever for this strangly placed class 3.

Ship is not engineered yet and A-fitted with exception of thrusters and sensors. The current build is mainly intended for PVE as a heavily armed merchant cruiser doing missions and thus dealing with the regular interceptions by other 'condas, Pythons and Gunships. A fighter bay is installed.

What do you guys recommend?

Thanks CMDRs!

I think I mostly use the same weapon configuration you do, but I fitted the class ones with turreted beams.

I have never used rockets or torpedoes.
I am not a fan of weapons with low ammo counts.
 
The class 1's should probably remain turrets given they're actually placed at the far rear of the ship and turrets means you can nail people trying to get behind you to take out your thrusters.

To be honest the Class 4 slot shouldn't be a MC. It's essentially your ship killer weapon. You cannon of doom so to speak.

The class 3 on the underside would be the MC as it's an inverted coaxial machine gun.

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Anyone who's driven this beast know it comes with two weapons. The main cannon, and the coaxial machinegun. The main cannon was meant to hit equal sized targets and with it's splash damage of the explosive shell, hit groups of smaller enemies. For single enemies separated from the group, it was not worth the time and effort to spend a single shell on due to the reload time involved. Especially when fighting mixed groups of infantry with tank support.

If you look very carefully underneath the tip of the main cannon, you'll see the coaxial machinegun barrel underneath along the same axis.

I believe the underbelly C3 was meant for the same purpose. To give you a weapon along the same axis that you could fire on smaller targets with that weren't worth the cost and reload time of firing a single shot high powered cannon round.

Of course if you insist on having a C4 MC. The C3 would still make an excellent high powered ship killer cannon along the same axis.
 
What I really don't like in the class 3 MC is this delayed spin-up time. So I opted for the laser in this case. The class 4 for the big game with a cannon instead sounds reasonable, I may give that a try. But my experiences with cannons so far indicate that you should be more or less in point blank range because of the projectile's low speed.

(typo fixed)
 
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Definitely seeker missile launchers, yes it has low ammo, but it's absolutely perfect for the small high level ships that keep spamming chaff, seekers aren't affected by chaff. Also they're excellent for taking out hardpoints or modules on larger ships. I find the hardpoints are too weak and badly positioned for any other type of weapon, if they were on the front, you could put rails or PA, but they're too low. Putting seeker missiles changed them from my weakest hardpoint, to one of the biggest damage dealers, especially with smaller ships. I got the increased ammo capacity upgrade on both of mine, and I'll never look back.
 
Depends on the profile of the ship you're trying to hit. Something like a Asp head on you have to be precise but if it's showing it's flat side at you, it's low speed makes it a barn door you can't possibly miss at 1,500m which is far from point blank range.

It's generally an old naval tactic. turn into your enemy's guns and present the smallest profile possible to avoid getting torn apart by a full broadside. It's good target practice and yes, if you wind up jousting with a ship, it's hard to hit them at greater then 500m.

But if you can catch them on the broadside, especially at the top or bottom, larger ships AspX or bigger are easy targets to nail at further out. These's are the ones you should be using your C4 slot on. Anything smaller should be your C3's or your C2 and C1 turrets.
 
One of the good features of ED is that you can "try and error" without loosing money when changing modules. As I already got four invitations by engineers and two of them are specialised in MCs: Is this silly spin-up time gone after having engineered the MC?
 
My mining Anaconda is set up with 2 class one and 3 class three turreted pulse lasers and one class 4 gimbald pulse laser along with two class two mining lasers.
 
The spool up is something I got used to with the class 3 multi's.. just hit the trigger before you need it. And turrets are something you may want to change to gimbals for more DPS once you master the Anaconda's mass and are able to outmaneuver everything.. because it can do that with the right skills. (hint: lots of FA-off)
 
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I've got my conda set up with two fire groups: shields on and shields off.

When the enemy's shields are on, I use the 3 C3 turreted burst lasers and 2 C2 PA.

After shields are down, I add the C4 multicannon with corrosive shell to the turrets (why turn them off) and switch the PA's for 2 C1 missiles with experimental effects.
 
I tend to like beams (or thermal) on lower mounts or fixed weapons.

My change with the current beta would be to change the bottom c1 dispersal cannon turrets to Rails or PAs and dump the efficient beams for focused burst lasers due to the increased shield regen rates.

[video=youtube;cRPSZeRnF88]https://www.youtube.com/watch?v=cRPSZeRnF88[/video]

I haven't modded up my FDL in the beta, but I'd likely go with 4 c2 frags and a c4 incendiary MC or PA. Armor hardness really slapped the c2 slots hard.
 
I've tried three options for those two small hardpoints: two frag cannon turrets, two mining lasers (still trying to unlock Selene Jean), and a railgun and torpedo launcher. I usually run with the last option, but I pretty much never need either of them since the rest of the hardpoints get the job done remarkably quickly. As for the class 3 I stick with a large gimbaled multicannon, since I use the class 4 slot for my plasma accelerator.
 
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Plenty of reasonable options. I will definitely try out seeker missiles in the class 1 and go to a haz RES for comparing class 4 options.

O7.
 
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