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And yeah, I know the feeling, I'm currently flying the T10 and outfitting was roughly 500mil as well.
so I don't know where all that expense is coming from.but then, I have had a buttload of modules in storage for a long time and might not be up to date on the costs.but i thought 600 mill. should have A rated a conda, without the armor.
How do you know that an Anaconda is going to be your ideal combat ship to begin with? You said in your part 1 post that you have another three ships that you've done combat with and that they're not good enough to take on the toughest.
The thing is... all combat ships are good enough to take on the toughest when you know how to use them. Including the small ships.
It seems to me like you're trying to compensate gaps in your experience with a big ship. The problem with that is, that when you hit a pitfall as a result of those gaps, your ship isn't gonna catch you because the pilot experience is a human factor, not a ship factor. You need to know how to deal with specific situations because your ship is unable to decide for itself and fly for itself. If you don't know how to win fights against tough targets with those other ships you mentioned, then that by itself is pointing you at your personal experience gaps.
And that's part of the essence of getting to Elite in combat: it is not about buying an expensive tool until you hit the rank, but about all the experience you acquire on your way there. Learning to use the tools properly to the point that you know that you don't need the most expensive tool, or even realize that you can do more and do it better with cheaper tools that suit you well, than with expensive ones.
An Anaconda will apply these handicaps to you:
-Slower and less agile
-Drifts more
-You must deal with hardpoint blind spots
-More difficult to run away with
-More expensive to outfit
-More expensive to rebuy
-Shields and armor will last less than on smaller ships with equivalent protection because it is a much bigger target and soaks more fire
-Overall much higher power draw per fully effective setup than with smaller ships (more complex power management)
-More complex thermal load balancing and testing (brute force overcharged power plant setups can be highly detrimental in a lot of scenarios, so you have to think things through with the modules)
-More vulnerable to internal module attacks than smaller ships (due to module hitbox size)
-Inconvenient for hunting in places where size 3 docking pads are unavailable
-Little to negligible benefit from chaff due to its size
-Almost negligible defensive benefits from low heat level or from silent running
If you think I got the wrong impression here, and if you know what you're doing and you want to deal with that, go for it. But otherwise, I would recommend that you focus on figuring out the problems that you already are aware of, rather than allowing them to linger as you replace them with different ones.
If you do Elite wing assassinations, combat zones and high threat pirate activity signatures, you will run into enemies that have shield-piercing weapons and/or that can disrupt shield cell banks and/or enemies with specialized anti-armor attacks (corrosive rounds, super penetrator rail slugs, enzyme missiles). Good armor is useful there.
More so for people that don't use fixed weapons cause the aforementioned high threat targets will almost always have chaff, which will lengthen the fights and potentially greatly increase the exposure of your ship.
Good armor is also extremely valuable for anti-xeno combat.