Ships Need feedback on my Krait build

My current build:

I'm trying to make a light weight build for general PvE bounty hunting, light mission running and still have decent enough jump range for light exploration.
So I went with a 5A power plant, grade 4 hulls and grade E shield boosters to save weight, is that good enough survivability or would I need more?

That said, do ship weight affect turning (yaw, pitch, etc.) speed of the ship even when the speed is the same?
For example, when both ships have the same yaw/pitch/roll angle and the same speed, does a 2000t ship behave the same as a 600t ship in combat?
 
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You don't need more. That is plenty of ship for PvE. I hang here a lot in the ship subforum, offering my hot takes on various builds. And I'm always leaning toward making the ships lighter and faster, the things -- along with jump range -- that I prioritize. Very rarely, or maybe never, do I see other players flying ships that are as light as mine are. But yours is! Your Krait is actually one ton lighter than my combat Krait (I have three Krait IIs)

This is mine

Poison Whiskey Krait II -- Combat Sweeper / Scout Sniper

So you can see our ships are quite similar. And interestingly, you got it so light while still using 30 tons of armor (or 30 tonnes of armour haha).

Not much I would suggest changing, but the things that jump out at me are

-- Sensors. By all means use As if that's what you prefer. They do have some advantage. For me though I prefer Ds, Lighter, yes, and less power draw. G3 long-range mod is the sweetspot for me. Plenty of range in those.

-- Shield thermal resist. I highly recommend finding a way to increase this. This is key to shield 'elasticity', the ability of the ship to shrug off hits and prevent shield collapse. The shields on my build were in storage and aren't quite what I would have done from scratch for this ship. But in practice they are more than enough to survive CNB and RES combat. I can't recall the last time I had my shields shot away.

-- Weapons. I'm not keen on mixing lasers as you've done. My suggestion woul be to replace each of the lasers with multicannons, and put two large beams on it, as my Krait has. All MCs are overcharged, with corrosive on the centerline large, and autoloader on the outboard mediums. Doing this would give you better shield stripping ability without compromising your hull damage much. But there are many valid combinations, just spitballin' suggestions.

-- Optionals. I am not a fan of the supercruise and docking assist. But I don't begrudge anyone if they find them helpful or useful. Dropping these would free two slots. Perhaps you could even replace those with HD HRPs to gain integrity and drop the armor. Heavy-duty stock alloys are still pretty good and you'd then drop that 30 tons, making it even lighter! You can see our two ships have nearly identical integrity, but only one has armor, so it's posible to get your ship to the same level of protection without any heavy armor at all.

I think my Krait also has better utitlity, with collector limpets and a bigger scoop while matching your jump. So I think there's room for some adjustment in your optional slot choices should you decide to revisit these.

But overall I really like what you've done. Your Krait has great speed and jump, just my sort of ship. If you had come here with a very different build, my suggestions would have ended up with the ship you already built haha. Nice work Rietz :)

And welcome to the boards
 
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You don't need more. That is plenty of ship for PvE. I hang here a lot in the ship subforum, offering my hot takes on various builds. And I'm always leaning toward making the ships lighter and faster, the things -- along with jump range -- that I prioritize. Very rarely, or maybe never, do I see other players flying ships that are as light as mine are. But yours is! Your Krait is actually one ton lighter than my combat Krait (I have three Krait IIs)

This is mine

Poison Whiskey Krait II -- Combat Sweeper / Scout Sniper

So you can see our ships are quite similar. And interestingly, you got it so light while still using 30 tons of armor (or 30 tonnes of armour haha).

Not much I would suggest changing, but the things that jump out at me are

-- Sensors. By all means use As if that's what you prefer. They do have some advantage. For me though I prefer Ds, Lighter, yes, and less power draw. G3 long-range mod is the sweetspot for me. Plenty of range in those.

-- Shield thermal resist. I highly recommend finding a way to increase this. This is key to shield 'elasticity', the ability for the ship to shrug off hits and prevent shield collapse. The shields on my build were in storage and aren't quite what I would have done from scratch for this ship. But in practice they are more than enough to survive CNB and RES combat. I can't recall the last time I had my shields shot away.

Weapons -- I'm not keen on mixing lasers as you've done. My suggestion woul be to replace each of the lasers with multicannons, and put two large beams on it, as my Krait has. All MCs are overcharged, with corrosive on the centerline large, and autoloader on the outboard mediums. Doing this would give you better shield stripping ability without compromising your hull damage much. But there are many valid combinations, just spitballin' suggestions.

-- Optionals. I am not a fan of the supercruise and docking assist. But I don't begrudge anyone if they find them helpful or useful. Dropping these would free two slots. Perhaps you could even replace those with HD HRPs to gain integrity and drop the armor. Heavy-duty stock alloys are still pretty good and you'd then drop that 30 tons, making it even lighter! You can see our two ships have nearly identical integrity, but only one has armor, so it's posible to get your ship to the same level of protection without any heavy armor at all.

I think my Krait also has better utitlity, with collector limpets and a bigger scoop while matching your jump. So I think there's room for some adjustment in your optional slot choices should you decide to revisit these.

But overall I really like what you've done. Your Krait has great speed and jump, just my sort of ship. If you had come here with a very different build, my suggestions would have ended up with the ship you already built haha. Nice work Rietz :)

And welcome to the boards
Thank you for the suggestions. I haven't done enough combat so I don't know what's the appropriate amount of thermal resistance I would need.

And the mixed lasers, I didn't know any better and modded 2 incendiary on my multi cannons, which turned out to be too much heat for my krait, so I wanted to try the thermal vent beam, but also wanted the scramble spectrum from pulse haha... Does mixing lasers have any negative impact on their performance by the way?

As for the 2 assist thingies, I think I'll take it off once I'm more used to the game. I keep getting lost trying to find the entrance to those cube-shaped stations without the auto dock.
 
That said, do ship weight affect turning (yaw, pitch, etc.) speed of the ship even when the speed is the same?
For example, when both ships have the same yaw/pitch/roll angle and the same speed, does a 2000t ship behave the same as a 600t ship in combat?

Can't say I've paid close attention to how this works, which is odd since mass and performance are something I focus on. But the way I think it works is that the pitch/roll/yaw numbers already consider mass. In other words, if you drop mass the numbers should improve. And consequently, two ships with identical pitch/roll/yaw numbers would have identical performance regardless of mass.
 
Can't say I've paid close attention to how this works, which is odd since mass and performance are something I focus on. But the way I think it works is that the pitch/roll/yaw numbers already consider mass. In other words, if you drop mass the numbers should improve. And consequently, two ships with identical pitch/roll/yaw numbers would have identical performance regardless of mass.
I think the number already have the mass factored in, but what I'm wondering is the inertia of the ship.
For example, with the same speed on your thruster, if you go full speed ahead, does heavier weight make it harder for the ship to do a 180 in the opposite direction, given that the thruster speed is the same? Or if you're pitching up, does the heavier ship weight makes it harder to turn the upward motion to downward, given that you have the same pitching speed and angle?
Would a Krait with 500 m/s speed be as nimble as a cobra with the same speed?
I've been wondering about that for a few days now but havent found any information on that :(
 
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Here's a general purpose build I use https://s.orbis.zone/b6xD for just about everything up to pirate threat zones, for a more exploration focused ship I go with the Phantom with lightweight weapons https://s.orbis.zone/b6yh .

With a multirole ship you're going to have to compromise a little (even with really versatile ship like the Krait mk2), I'd go with a combat focused build first and swap out the fighter bay for a big scoop when I need to travel.
 
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Well...I have a bad case of unfounded paranoia about my ship blowing up without that composite the moment the shield runs out haha...

Reasonable, yes. Not to put too fine a point on it, but as mentioned, you can get the same integrity without the composite, and with improved shield engineering can make them nearly impervious to NPCs. If the shields don't go down, the hull won't suffer, against NPCs anyway. Maybe in CZs they are armed in such a way that shields can be bypassed, but even if so, this is very rare in PvE.

For what it's worth, Poison Whiskey once had the same armor and engineering. But through time I realized it was just dead weight in PvE. Get that thermal resist up to at least 40% and your shields become much more elastic, which is the term I like to describe it. They'll still collapse if you decide to face tank, but with proper maneuvering they'll stay lit all the time.
 
I'm very fond of using two long range rails on the c2 slots of the Kraits.
You train to use them, they dish out respectable damage and they ignore chaffing.
With feedback cascade you even have something against those pesky banking Condas and Pythons.

I guess I'm an oddball then. I like 5 G5 efficient / phased PAs on my PvE Krait. If they're going to bank, they're going to pay!
Uhhh...yeah I know. Don't mind me...I'll just go stand in the corner. ☕

SR o7
 
My current build:

I'm trying to make a light weight build for general PvE bounty hunting, light mission running and still have decent enough jump range for light exploration.
So I went with a 5A power plant, grade 4 hulls and grade E shield boosters to save weight, is that good enough survivability or would I need more?

That said, do ship weight affect turning (yaw, pitch, etc.) speed of the ship even when the speed is the same?
For example, when both ships have the same yaw/pitch/roll angle and the same speed, does a 2000t ship behave the same as a 600t ship in combat?

Build is fine, as long as you're ok with those multicannons running out of ammo at different times and having different reloads.
Consider throwing out both computers and putting in a detailed surface scanner and an SRV bay for a true multipurpose/universal pve and missions ship.
Also, your shield resistances are on a low side, thermal. I believe thermal resistant main mod biweave would work better in pve for sure. Also, considering there is only 4 utility slots I would sacrifice some weight and use something better than E boosters, unless you really want that 40ly jump. I'm doing with 35 just fine and with more bruttish stats overall.
 
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