Ships PvE Multipurpose Krait Mk.2

Nice build! I'd just drop the scoop (Krait can do 6-7 jumps with non-eco plotting in the Bubble) for collection limpets (gathering mats would be much faster).
 
Wanted to create a ship which is prepared for most situations without the need to change modules too often and survive long enough to get out if things become too dangerous.

Opinions?

Some suggestions...
I'd drop the fighter hangar and replace it with a class 5 passenger cabin or another cargo rack.
Fuel scoop absolutely not necessary.
Since you removed the class 3 fuel scoop I'd replace it with class 3 guardian shield booster, by doing that you will have another class five slot which is ideal for a large collector limpet control. By doing so your Krait will be like Swiss army knife, ready for any task.
 
That looks pretty good mate for a jack of all trades sort of build. I'd do it a little differently, opting for a bigger scoop, a bigger GFSDB, ditching the fighter and GSR . I'd also drop the armor and go with HD stock alloy and look to trade some kinetic and explosive resist for more thermal resist on the shields. Essentially, make the ship lighter, faster and jump farther.

Like Sorkvild I'd want to work a collector limpet in there to scoop up valuable bits, but you can always scoop the old-fashioned way too. But I always do this, turn your ship in to mine. Ignoring me, yes, this ship should do the business, and a few chops an changes could see it easily transform in to a miner, transport or whatever you have in mind.

Kain't go wrong with a Krait.
 
Interesting suggestions.

Some of my decisions were driven by my personal preferences and surely are different to other players.
I'm more inclined to combat then trading or passenger missions, so the Hangar (also like to give the pilot orders) and armor help here, but sure, with a more peacefull approach to the game, I would replace them. A standard armour HD/DP would give around 1 lightyear jump range and 2-3 m/s speed at the cost of a significant reduction of hull protection, so prefer the reactive armor. As for the shield, played with different setups. This one gives the best overall result. Changing it for more thermal resistance would surprisingly not give more thermal protection. Could be because of the GSRP.

But also thought of a full shield build, replacing the hull reinforcement with another GSRP and than also the reactive hull with the lightweight one.

Same for the scoop and collector limpet. Prefer to fly to my goal in a straight line, without stops to fuel up also the scoop saved my butt a few times, when I did not pay attention to my fuel reserves ;) . The limpet is a nice addition but I'm used to scoop manually, have not used limpets for many years.
 
I know it goes against conventional advice but I like to put efficient beams in the C3 slots and overcharged multis in the C2 slots; 1 incendiary and 1 corrosive. This allows you to BH for days if you just periodically squirt multis onto bare hull for the corrosive effect, and use those beams to do all the heavy hitting. A charge enhanced PD will fire 3 efficient beams almost forever with 4 pips in weaps. Just my $0.02
 
In my build I use four efficient beams (three oversized, one thermal vent) and a small hi-cap corrosive multicannon (just to tag the enemy and apply the corrosive effect). Once I managed to stay for 1.5 hours in CNB and didn't even use half of MC's ammo. 3.5 pips on weapons and it takes a lot of time to deplete power distributor.
 
I use large MC because of the damage penalty of smaller MC against big ships. Also get usually bored after some time at one place. Can run the weapons with 2,5 pips without any problems, so there is enough energy left for shields and engine.

Yesterday I made 9 mio with one bounty hunting run before I ran out of ammo, thanks to the balance change.
 
I'd consider getting class 3 prismatic shields. With two shield boosters (and a fighter to get the heat off you) I've found it's more than enough to deal with npcs, except in a CG.

That will free up that class 6 slot to fulfill your wildest dreams.
 
I use large MC because of the damage penalty of smaller MC against big ships.
Good!

My small MC is not for dmg but for corrosive effect. I shoot a bullet every several seconds and that's it. Small one is even better than bigger ones because it starts shooting faster after a trigger is pressed. :)
 
I can't see the point of it. What are you going to do with the SRV and cargo rack? If you're going prospecting or scanning in the SRV, what do you need weapons and reinforcements for. It only takes a couple of minutes to re-outfit to get an optimal loadout for whatever you want to do. You'll get that time back by increasing your jump range after discarding everything you don't need for the task in hand, or if the task is combat, you'll be able to fight longer and stronger with a full combat build. Whenever you try to multi-role, the build is always compromised for each role.

If you're hauling, mining, or mission running for rank, materials or cash, it never makes sense to fight any ship that tries to disrupt you. All it does is waste valuable time, and if you win, the rewards are not enough to compensate you for the lost time, plus you run the risk of losing everything.
 
d8veh has a point. I'm a big believer in purpose-built, dedicated ships (especially miners!). But there is also appeal in having a ship that needs no module-juggling, that is oufitted to do just about anything. Grab it and go, and ready to do whatever the cosmos brings your way. The fact is that PvE is not difficult. It's not all that dangerous, particularly if you're engineering. So having a ship that is not optimally configured for the current activity really isn't all that important. Talk of compromised builds is accurate, but unimportant in my view.
 
I've never seen a ship with five hardpoints with five different weapons mounted in them. Interesting!

I like seeing Krait builds. I usually try to make my ships light and fast. For example my combat Krait tips the scales at 619t unladen. This one is 771t. That's quite the range!
 
I can't see the point of it. What are you going to do with the SRV and cargo rack? If you're going prospecting or scanning in the SRV, what do you need weapons and reinforcements for. It only takes a couple of minutes to re-outfit to get an optimal loadout for whatever you want to do. You'll get that time back by increasing your jump range after discarding everything you don't need for the task in hand, or if the task is combat, you'll be able to fight longer and stronger with a full combat build. Whenever you try to multi-role, the build is always compromised for each role.

If you're hauling, mining, or mission running for rank, materials or cash, it never makes sense to fight any ship that tries to disrupt you. All it does is waste valuable time, and if you win, the rewards are not enough to compensate you for the lost time, plus you run the risk of losing everything.

What he said.
Multipurpose is a lie.

I once had a similar goal and created this python and hoped it can do everything i can throw at it - the main goal being to eventually flip a system - all sorts of missions from supply/delivery to planetary, megaships, blackbox and prisoners and so on.

Eventually i ended replacing everything with cargo racks and stacking supply/delivery, then outfitting for planetary missions and stacking planetary missions, then outfitting for blackbox, prisoners, hostages and so on. And transferred to that system a proper combat ship when i reached the point where i had to win CZ after CZ

Nothing can beat a ship built for a purpose.

Sure, maaaybe it could work if you are just drifting with no purpose. Doing a thing here, then another thing there and so on.
But the moment you have a purpose, you need a ship that can properly and efficiently fulfill that purpose.


And back to your build. If you dont use the Fighter Hangar, you can just use a Python.
That extra size 6 compartment is a really nice extra.
 
I know it goes against conventional advice but I like to put efficient beams in the C3 slots and overcharged multis in the C2 slots; 1 incendiary and 1 corrosive. This allows you to BH for days if you just periodically squirt multis onto bare hull for the corrosive effect, and use those beams to do all the heavy hitting. A charge enhanced PD will fire 3 efficient beams almost forever with 4 pips in weaps. Just my $0.02
This is exactly the same build I use with my Krait for BH and undermining, though I do use emissive instead of incendiary on the other multi as I don't find I need more thermal damage.

It runs forever just like you said.
 
That is the point.

There are moments where I work towards a single goal, like cargo CGs. Then I fit the ship for that specific purpose. But often enough I just drift without any purpose, then I fight a bit, pick up some cargo or land on interesting planets. That is the reason I created this build.
 
That is the point.

There are moments where I work towards a single goal, like cargo CGs. Then I fit the ship for that specific purpose. But often enough I just drift without any purpose, then I fight a bit, pick up some cargo or land on interesting planets. That is the reason I created this build.
I frequently do the same if running a multi purpose ship like the Krait. But even in smaller ships like Cobra/Viper or DBX I'll often give them a twist to allow for other tasks to be completed on the fly...
 
I've never seen a ship with five hardpoints with five different weapons mounted in them. Interesting!

I like seeing Krait builds. I usually try to make my ships light and fast. For example my combat Krait tips the scales at 619t unladen. This one is 771t. That's quite the range!
Try it,you'll be amazed ;) One firegroup with the Lasers and the MC with incendiaries on 1 and KWS on 2 (that's the Ouverture),second firegroup with Lasers and MC on 1 and Cannon on 2,third group with Lasers/MC on 1 and Packhounds on 2.
 
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