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Your power problem is your power distributor; High Charge is a big pool that recharges slow. Charge Enhanced recharges very fast and boosts your weapons on-time, your boost recharge, and even shields.
Armor can be improved. Reactive Surface Composite + Thermal Resist is the gold standard for best all around protection. Military Composite + Heavy duty is for Thargoids.
I didn't touch your optional internals.
Hardpoint placement on Anaconda is hemispherical, like Type 10 and Corvette. I have your Kinetic (hull) damage on bottom, mostly your Huge. on top is your lasers to strip shields; run a Fixed-Beam Gelid in the Fighter Bay, NPCs are very adept in these and adds to your shield breaking.
https://s.orbis.zone/fvqr idkwhy steam censors that. last 4 letters after the slash are f v q r, no spaces.
Thanks, forgot to mention that I plan on upgrading the armor. It was to expensive at the time, need to do a few mining runs in my Cutter.
put corrosive on 1 small multicannon
now you tear through hull and shields.
(that is kinda the 'default' low-ish effort bounty hunting setup)
that will solve the pip issues you have more or less.
then when you get a laser engineer get efficient on them.
efficient beams is the king of PVE builds in the big 3 for taking down shields.
everything else you have going on is not actually to bad for what the ships is ment to do.
and will be more what you like running.
- For big ships I tend to use Long Range for any lasers (Pulses and Beams more commonly) full damage at up to 6km
- Power dist yea, Charge Enhanced is what you want
- Only one of your MC needs the corrosive, if using the small one use High Capacity instead of OC, other MCs as suggested above you can use incendiary, I use auto-loader
- On my T10 I have bunch of Pulses, all long range and mix if experimentals, scramble spectrum is pretty fun. If using beams on the Vette, also long range but thermal vent to offset heat from the Huge PA. this T10 was very successful in CZs.
- I would go Class A or Prismatics if you have them instead of bi-weaves. Thermal resistant + hi cap. Shield boosters I tend to do just one Resistance Augmented + Force Block, everything else is Heavy Duty/Super Cap.
- Your armor resistances are very low, if your shields go down (they will go down eventually) you are not going to last long. I would suggest reactive armor if you can afford it (HD/deep plating), and at least 2 hull reinforcement, one 5D Heavy Duty/deep plating, other 2D or 4D thermal/reflective. one or 2 MRP.
Now, keep in mind there's no "one size fits all"... if you are doing lets say pirate massacre, and you have to be out there in a HAZ RES for long time, you want to really focused on combat, meaning bring 2 SCBs, HRPs, MRP, etc. If you are doing random missions or trading and want to fend off interdictions, I usually ditch the SCBs and put more cargo racks instead, even ditch the fighter, as my goal is to destroy just 1 or 2 enemies and carry as much cargo as possible.
Oh, and you already unlocked The Dweller, he does lasers G3 and G4, that's all you need :-)
final note: auto docking and super cruise assist I would ditch and put MRP/HRP instead.
- also rapid fire for MC not so sure, either OC or short range, rapid fires adds jitter, and you are going to run out of ammo really fast.
I put on Prismastics, saw almost half an hour recharge time and instastnly dumped them again. Not planning to die of old age while my shields regen. That's why I went for Bi-Weave with all the resistance I can get.
And defenetly not ditchung the auto docking. I always go get a drink or take a piss when I dock...
If you want to still stick to bi-weaves really need to boost the armor.
You should ditch something for shield cell banks. Probably the module reinforcement. Probably also the FSD interdictor (unless this is a pirate ship) and maybe even a cargo rack. A single 5b shield cell bank almost doubles your total shield health because of the resistance stacking strategy you're using, so you can *dramatically* increase your effectiveness in combat by using 1 to 3 shield cell banks.
Again, if you ok with bi-weaves just make sure you reinforce that armor.
Just giving recommendations on my experience with shield-tanking with the Corvette, but running bi-weaves with the T10, because the T10's shields are in fact a joke :-)
Because prismatics are a % thing, the worse the base shields the worse prismatics are, and the anaconda's shields, while better than any medium ships, are very mediocre compared to a large ships.
For Large combat ships, the Anaconda's base shield is quite a lot lower than Corvette and Cutter, and really not that much higher than the Type 10. The armor is fantastic, but hull tanking is generally inferior to shield tanking due to module sniping, power plant damage, thruster/hardpoint blowouts, etc.
Anaconda base shield is 350MJ, while Corvette sits at 555MJ, and Cutter at 600. Type 10 is 320MJ, Fer-de-Lance is 300MJ. Anaconda has, for its 3 largest slots, 7/6/6, the Corvette has the godly 7/7/7, Cutter at 8/8/6, and Type 10 at 8/7/6.
What this means in plain terms, is the Anaconda is best running 6A Prismatic + 7B SCB + 6B SCB, which is quite a lot lower than the 7A Prismatic + 2x 7B SCB of a Corvette, for example, while Type 10 can run a huge 8B SCB on a 7A Prismatic. Anaconda has a bigger shield with a 6A Prismatic than a Type 10 running 7A (plus lower power draw, etc) but chokes on actually recharging it; 7B SCB provides around 3500MJ of shield restore, the 6B backup is around 2000MJ, while 8A SCB offers a massive 6500MJ, giving the Type 10 a better shield in a serious fight. The shield size and restoration of a Corvette and Cutter both dwarf the Type 10. They're absolutely in their own tier; the base number seems not that far off but its the pile of multipliers and SCBs that amplifies that base number.
But that's all theorycrafting, since an Anaconda can actually move and keep on target unlike a Type 10, and is still a better combat vessel for multiple reasons.
I upgraded my Armor to Reactive + Thermal Resistant. Not sure wich experimental effect to take. Reflective, Angled?
Also swapped the Medium Multis for Burst Lasers. All Lasers have Efficent + Overzised. Is scramble spectrum any usefull?
Also Upgraded my energy distributor for faster charge and power plant for thermal spread.
https://s.orbis.zone/fx17
I know, I know, gimbaled are better than turrets, but they do quite good for me, and I like the lower power draw.
Most of my damage is thermal now, though... Thinking of ditching the incindiary, cuz firing them together with my lasers builds a ton of heat.
Armor: Deep Plating. A tiny drop in resistance for a buff in max hull gives you more effective health against all types of damage.
Scramble is useful when you pull shields down to disable sensors, thrusters, and even reset biweave shield Regen. Does not stack, so only use one or two; phasing sequence is otherwise best effect.
Yes, remove Incendiary. One Corrosive, the rest Autoloader.