Krait Phantom needs bit of love

How is making other Ships pointless good design? If the Phantom had better Jump range, the AspX would also go the way of the Dodo and we would have a much worse issue at hand.

I do think a Small or a small Medium should have the best Jump so that you must compromise more for top Jump range, but that is another subject.

The Anaconda was never meant to be an exploration ship, therefore it wouldn't be effected at all, as it's a combat ship. AspX should get a boost to jump range as well.
 
Hey there folks,
I would like to hear some opinions on what I think if some people feel the same.
Krait MK. II has one extra large hard point, same as python, SLF over phantom and python, and has one more class 6 optional over phantom and phantom has 2 class 6 optional less compared to python
Won't you think it would be interesting if phantom got little edge in optional to krait mk2?
I would love to see one extra class 7 on phantom or change class 6 maybe to class 8? To make it good proper shield tank and give it 6 utility slots?

Or if none above make it 30-40% smaller to mk 2 so it is at least lesser of target?

Because I have strong ASP Scout vibes from current state of the ship. Why exactly would you even use that compared to mk2 or even python? Some of you might bring up slight difference in speed or jump range, but it does not stack up to loosing one class 3 weapon slot and one class 6 internal.

Looking forward to any opinion :)

Leave it alone, in Phantom form, it's the ultimate bubble taxi, cheapo explorer, best shi(t)p in the game....
 
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You mean the best new exploration ship in YEARS?

Krait Phantom is more than fine. Please don't touch it.
 
The Anaconda was never meant to be an exploration ship, therefore it wouldn't be effected at all, as it's a combat ship. AspX should get a boost to jump range as well.

Anaconda's Jump range says otherwise. FD isn't that dumb.
 
I'm not convinced it needs a buff. It's not meant to straight up compete with the mkII or Python for firepower or cargo capacity. It's meant to offer potentially different approaches. I've not extensively road-tested mine yet, but neither the mkII or Python can match the 421/590 speed with 20% heat for piracy/smuggling. A quick change of PP and it maintains that speed as a shieldless stealth attack (wing support) with 5000 hull and 2x APAs & 2x ImpHammers that can fire endlessly if needed, while perma-boosting.
 
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I love my phantom, it’s a fantastic exploration vessel.
I was still loving it when I mistakenly pulled out the cable for my hotas,
I was still loving it when I plugged it back in and it boosted into the rocky moon I was surveying some “geysers” on.
I was still loving it when my shields went pop and my hull hit 46%
and I’m still loving it 2 wks and 300 systems later.
 
As others have said, it replaced my AspX for exploration/bubble taxiing/mat collecting. I think it's the best medium exploration ship by far. Highest jump range, lots of optional internals, runs way cooler than the AspX, and drifts a lot less with underpowered thrusters. Only downside is a slightly worse cockpit. I didn't expect to like it as much as I did.
 
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I'm not a fan of variants which are basically just cheaper and weaker (seems like a complete waste of both dev time and player time); they should have a different role in which they excel.

In the case of the Phantom, that role seems to be exploration.

With that in mind, I'd like to see a class 4 module slot instead of one of the class 3s (for a class 4, 2 bay SRV hanger) and the class 2 slot split into 2 class 1s (for a DSS and a repair limpet controller). Having to use the class 5 slot for a class 4, 2 bay hangar is annoying.

IMO these two minor changes would make it feel properly tailored for exploration, whilst leaving its big brother free to dominate every other field.

I like the visual differences between the models, but wish a bit more consideration was given to the role of the 'lesser' vessel as regards her internals.
 
It just needs a lick of paint... on the inside. The red is almost vomit inducing.
Yeah, can't say I'm a fan either, I would've preferred all the red parts to be covered with that carbon fibre looking stuff on the dash. It would have given it a stealthy vibe that matches it's name.

Other than that, it doesn't need anything really, it's quite good at whatever you want to do with it and contrary to popular opinion, it is actually really good at combat. What it loses in firepower, it gains in tankiness (it actually has more integrity than a similarly equipped mk2, unless the mk2 sacrifices it's fighter bay, has higher hardness rating too), speed and sustain.
 
Indeed. I gave the Scout some testing a few months ago. It's more agile than you'd expect, especially it has surprisingly good yaw rates. But it's still slow and has a huge profile. It would need to be a good deal faster to be of any combat use.

The same is true for about any other task: there's simply something better and more suitable available for anything the ship could do, often even at a similar price tag. So of all the ships we have, the Asp Scout definitely is the one which most urgently would need a hand.

I agree with the combat part due to its profile. Speed is fine in PvE due to engineers. The agility is MENTAL. It is pretty much identical to a Vulture with G4 DD instead of G5. And that is why I am spending a silly amount to get mine to Colonia: it has the slots needed for exploration, it has an acceptable jump rage (50LY), a great canopy and a stunning flight model. Combat is kinda spotty (but hey, a C4 PD gives it the highest DPS of all 2s2m ships!), but it is just one of the coolest feeling ships to fly and it is awesome to just dance over planetary surfaces with it in VR. :D
 
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Anaconda's Jump range says otherwise. FD isn't that dumb.

Anaconda's jump range is a function of it's nonsensically light mass, something FD has never even come close to repeating with a ship that large and flexible/well armed/sturdy since. It suggests they learned a lesson there.
 
1. Improve supercruise agility

2. Ditch the stupid red interior paint for grey or another neutral color that doesn't clash with paintjobs
 
As a phantom pilot, leave my ship alone. Pitch improvement and supercruise handling would be nice, but for my mining ship, trivial.

Krait Phantom is my premier mining ship and will likely be one of the most efficient as soon as they patch the abrasion blaster exploit. Cruising at 410 with 128 ton of cargo and all the modules I need to pop cores plus I get a grade 5 shield and 2 large for defense.

Combine that with good fuel economy and a stellar jump range even laden, and it is in a hell of a good place, especially so with the mining update.

Just because it doesn't suit your playstyle doesn't mean it needs a buff my friend. Hell, some people actually fly the Asp Scout...

I use my Phantom in exactly the same way as you my friend although you seem to be cramming a bit more cargo in than me - I’m getting 96T. Care to share your build?

I think how you’ve described it hits the nail on the head - it is my dedicated deep core miner and it truly excels in its role.
 
I honestly think its waaay to expensive for being only slightly better than an asp explorer. I think they should reduce the weight a bit more and increase its mobility in and out of super cruise a bit. It would then have a more justified price.
 
I honestly think its waaay to expensive for being only slightly better than an asp explorer. I think they should reduce the weight a bit more and increase its mobility in and out of super cruise a bit. It would then have a more justified price.

Doesn't really make sense to compare prices like that since credits used to be waaaaaay harder to come by. 36 million today is a Robigo run or a couple Void Opal asteroids.
 
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I'm with those who don't see that there's much that's really needed to change. The option for a class 7 PD is ridiculous especially when you consider the Clipper and FAS manage ok on a class 6, but other than that it seems ok to me.

Personally I like the red paint as well. Something a bit different is no bad thing.
 
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