Krait Krait II, or Three

My reasoning is that at the moment im mat farming at CNB,s and High Res before engineering if my Bi weaves went down I would have to run to let them recharge or risk hull integrity and have to return early for repairs now my hull doesnt get touched and the 5 slot is a strait choice between SCB or HRM and ive got one already
 
That's sensible, as a stop-gap until shields are done. And maybe even after that you'll find it useful. I looked at your build and finished out your booster choices. If I could make a suggestion, it would be to at least change one of the boosters to thermal resist. Because you went reinforced on your Bi-Weaves the thermal resistance suffers and I think needs to be made up through boosters. Trade some raw mj from heavy-duty boosters for thermal resist, with the target of at least 40% thermal resistance.

For me thermal resistance is the most important part of combat shields. The 'elasticity' if you will of Bi-Weaves with high thermal resist is excellent and I dare say would make the SCB redundant in the end. You haven't asked for any advice and I don't mean to pry, but I think it would make your Krait a much better boat in CNBs and High RES.
 
This thread is from last spring. Just throwing that out there so that folks are not taken by surprise by the necro :D

As the OP, this is within my remit, I'd say.

Anyway, just an update, as one of the Kraits shown in the OP has undergone some revision. This ship is what I call a combat sweeper. It's primary role is to prowl RES and CNBs to scoop the mats dropped from combat kills. I recently finally got around to unlocking GSRs, had been carrying the blueprint around since March of 2019. A couple days ago I visited some Ancient Ruins to get the obelisk data and some other bits to unlock the GSRs.

I've never hired a minion, and will do so once I hit combat Elite (45% Deadly at the moment). So one of the big slots, which would be ideal for a fighter hangar, was under-utilized. That spurred the expedition to unlock the GSRs and make better use of my optionals. Here's the ship now

Poison Whiskey

I'm not entirely happy with the shields. These are reinforced/fast charge which had been in storage when I originally built the ship. Bi-weaves are usually what I use, and with higher thermal resist than what is shown here. But shields like this won't go down in PvE so I'm not sweating it too much. I can always revisit the shield engineering down the line.

Good speed, good jump, lightweight for a Krait. Does exactly what it's designed for, and well. The scoop and jump range make it easy to zip around the bubble to any CNB I want to drop in. I'll have some decisions to make should I opt for a fighter down the road.
 
This thread is from last spring. Just throwing that out there so that folks are not taken by surprise by the necro :D

As the OP, this is within my remit, I'd say.

I am glad you did, this thread has been very informative thanks to you and the other Krait aficionados :)

I am heading back to the bubble after having flown the paint of my Asp X. Net result is 0.5b in the bank and a nice Elite badge. I have never flown anything bigger or more expensive than an Asp, so the plan is to acquire a Krait mk.II and kit it out for multi-purpose mission running, mat-gathering and engineer unlocking around the bubble for a while.

This is the build I have come up with so far. It is engineered to the level of my current availability, and it must be a feasible build within these parameters:

https://s.orbis.zone/chpg

How does it look?

I also have a few specific questions for you

  • Power Plant - is 6A a viable long term solution, or should I just go with max size?
  • Bi-weaves seem thin with my current level of engineering, would it be more optimal to just go regular 6A shields?
  • The weapons seem to drain awfully fast, is that a problem?
  • Should I be concerned about heat?
 
Power Plant - is 6A a viable long term solution, or should I just go with max size?

Any power plant class is potentially viable. The way I approach it is to theory-craft the build in Coriolis. Once all options are finalized, the power plant gets done last, with whichever class and engineering I need to cover the power requirements. My advice is to go with the smallest A-rated power plant that just covers the draw of the modules you have chosen. I almost always go with thermal spread, and then just enough overcharged or armored to get it all covered. A few of my ships use low-emission, but those aren't combat ships.

Bi-weaves seem thin with my current level of engineering, would it be more optimal to just go regular 6A shields?

In my opinion, Bi-Weaves are the preferred type for combat ships. The advantage being the faster recovery. A's are fine too. Poison Whiskey has reinforced fast-charge A's, but honestly, these were in storage when I built the ship, and I mounted them, found them more than enough and never bothered to change them to Bi-Weaves. I tend to look at it this way... do I want to protect my ship against burst damage or sustained damage? Burst damage considerations are usually for a ship you want to survive an attack and scoot, or one-v-one combat such as interdictions and assasinations. Sustained for combat like in a RES, CZ or CNB. In my view shields balanced between mj and thermal resists are ideal for PvE combat. Poison Whiskey does not follow this obviously, and the choices I made here leave my thermal resist lower than I usually like (some is made up through the A boosters). But it's still plenty for PvE. These shields will never collapse unless you are stubborn and ignore the fire you are taking.

The weapons seem to drain awfully fast, is that a problem?

Agreed. If you look at the TTD (Time to Drain) figure on your build it's only 13 seconds. That is low. Once and if you begin engineering core modules you'll be able to crush that number and get more time on the trigger. There are three things you should be looking to do in my view.... Charge Enhanced engineering on the PD, with Super Conduits experimental, and Efficient on your beams. I see you have G3 Efficient, and if you went to G5 Efficient and Charge Enhanced your TTD becomes infinite, and that is much better :)

Should I be concerned about heat?

Personal preference I would say. Heat is always a focus for me. Is it really important? Probably not. But I like the notion of cool-running ships and engineer all of mine with this in mind. For a combat ship it isn't vital, but then again if you do much hunting in CNBs you'll appreciate lower heat. Poison Whiskey idles at 28% heat, which makes it my hottest ship. The multi-cannon and efficient beams configuration is particularly well-suited to heat-minded builds, with a low power footprint compared to other choices. You may have noticed I use corrosive on the large center-line MC and autoloader on the outboard mediums, all overcharged.
 
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This thread is from last spring. Just throwing that out there so that folks are not taken by surprise by the necro :D

As the OP, this is within my remit, I'd say.

Anyway, just an update, as one of the Kraits shown in the OP has undergone some revision. This ship is what I call a combat sweeper. It's primary role is to prowl RES and CNBs to scoop the mats dropped from combat kills. I recently finally got around to unlocking GSRs, had been carrying the blueprint around since March of 2019. A couple days ago I visited some Ancient Ruins to get the obelisk data and some other bits to unlock the GSRs.

I've never hired a minion, and will do so once I hit combat Elite (45% Deadly at the moment). So one of the big slots, which would be ideal for a fighter hangar, was under-utilized. That spurred the expedition to unlock the GSRs and make better use of my optionals. Here's the ship now

Poison Whiskey

I'm not entirely happy with the shields. These are reinforced/fast charge which had been in storage when I originally built the ship. Bi-weaves are usually what I use, and with higher thermal resist than what is shown here. But shields like this won't go down in PvE so I'm not sweating it too much. I can always revisit the shield engineering down the line.

Good speed, good jump, lightweight for a Krait. Does exactly what it's designed for, and well. The scoop and jump range make it easy to zip around the bubble to any CNB I want to drop in. I'll have some decisions to make should I opt for a fighter down the road.

For Prison Whiskey i would swap the Size 5 GSRP with a size 4, the move it in the size 4 slot and use a 64t cargo rack instead.
You trade much bigger cargo storage for less than 40mj of lost shields... That's like 3% shields in your case.

Or

You could swap the 5a fuel scoop for a 4a one and still have 64t cargo.
I'm using 4A fuel scoop on my Conda and it's acceptable for in bubble travel.
 
Thanks Northpin, always appreciated. But cargo capacity is not a consideration here aside from carrying some limpets. I have a bunch of Kraits and one is indeed a cargo runner. Poison Whiskey is a combat sweeper. 16 limpets is plenty.
 

Thanks a bunch mate,

The Efficient G3 is because I haven't unlocked any laser engineer but The Dweller yet. Hence I have two large MC's with incendiary effect on one of them instead (thought is: large and medium beam + MC, incendiary in one fire group for thermal damage to shields. 2 large MC for hull damage). Is that feasible, or should I go two large G3 beams and just wait until I unlock Tarquin to engineer them fully?

Another question. As I understand, the corrosive effect is applied across all the damage. for DPS reasons, isn't it then better to have the corrosive effect on one of the medium MC's and then do e.g. oversized on the large MC?

Can't wait to try it out for real! 😄

Cheers,

Anders
 
Thanks a bunch mate

Anytime, and thanks for posting in this thread.

The Efficient G3 is because I haven't unlocked any laser engineer but The Dweller yet. ... Is that feasible, or should I go two large G3 beams and just wait until I unlock Tarquin to engineer them fully?

Another question. As I understand, the corrosive effect is applied across all the damage. for DPS reasons, isn't it then better to have the corrosive effect on one of the medium MC's and then do e.g. oversized on the large MC?

Blaze your own, I'd say. That may indeed be preferrable. Theory-craft it in Coriolis and see which you think would be better. I happen to be a huge fan of auto-loader. In my view folks can sometimes get too focused on DPS and not DPM, which is more important in my view. I wish Coriolis showed a DPM figure which would reveal more about the weapons' actual combat value.

Another thing to consider.... dissimilar engineering on identical multicannons leads to out-of-synch magazines. I REALLY hate this. Autoloader avoids this. They just fire until they run out of ammo. It's an undervalued mod that is perhaps clouded by the focus on DPS. Just my take on it.
 
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Well, my Epic Alt (with only Felicity and Elvira unlocked) is using this Krait to compete in the current combat CG and winning High CZ with no issues, having to rearm and refill on limpets every other CZ
But i'm using like 25-40 limpets per CZ - i mean, everyone seems to have a PDT and even if they dont attack me, they seam to be dead set to kill my limpets.
 
Makes perfect sense Northpin, and boils down to priorities doesn't it? I find 16 limpets plenty, but obviously I am scooping less than you are. If synthesis was not a thing I'd be more in step with your thinking I believe.
 
Another thing to consider.... dissimilar engineering on identical multicannons leads to out-of-synch magazines. I REALLY hate this. Autoloader avoids this. They just fire until they run out of ammo. It's an undervalued mod that is perhaps clouded by the focus on DPS. Just my take on it.

Great point about asymmetry. Before I left the bubble I did some conflict zones and bounty hunting in my Vulture with 2x OC MC w. incendiary and corrosive respectively. Annoying that one or the other was always reloading.

I have changed my weapon layout on my Krait build accordingly.

Cheers,
 
That was the exact same scenario that led to my thinking on this matter. Love the Vulture, but the hardpoints are both a blessing and a curse. I eventually went dual beams in mine, which isn't ideal, but I'm no longer annoyed by it :)

I want to keep this thread Krait-specific, but here's my Vulture for what it's worth

Arclight
 
A couple weeks ago I happened to be looking through my module storage and noticed I had a spare set of C6 G5 Thermal Resistant Hi-Cap shields sitting at my old home base of Fowler Orbital in Dvorsi, collecting space dust, though I cannot recall which sold ship they came from lol. I mentioned earlier in this thread that my combat sweeper Krait uses 6A Reinforced Fast Charge. They were on hand when I built it, so I put them on and they proved more than suitable for the combat I engage in. Once I unlocked and added a GSR they were even better, and even with their resists deficiencies, more than enough, and have never collapsed.

But I'm a Bi-Weave man at heart, and that's what I like on my combat ships. So I whistled for those Bi-Weaves back at Fowler Orbital and when they arrived I replaced the 6A's. This dropped the mj significantly of course and threw my resists out of whack, especially with low kinetic. So I bought two new A boosters to replace the Thermals and flew off to Didi for some work, putting G5 Resistance Augmented and Super Caps on both. This evened the resists out nicely, even if kinetic is still a touch low for me. But thermals are the thing, and it went from 36% to 55%, which I feel makes shields more elastic in combat, as this is what protects from the weapons that do the most damage to shields, and the attacks that are most likely to strike fast, agile ships.

And beyond the protection, recovery time drops from 2:32 to 1:47 and recharge drops from 7:49 to 2:32. So the Bi-Weaves have the same recharge as the old shields had recovery! Should be much better suited to furball combat. Interestingly, the "Shields Will Hold For" rating on Coriolis is virtually identical between the two setups. 13:59 for the As, and 13:55 for the Bi-Weaves. I don't know enough to say exactly what this rating is showing, and for me the actual numbers don't matter all that much. The true value in shipyards like Coriolis is in comparison from one choice to the next. I believe however, that the Bi-Weaves will be superior in actual combat against the most common and effective attacks.

The new setup also draws slightly less power (which dropped idle temp one point) and is less expensive, minor concerns at best, but still factors. But overall I think this is the best choice for this ship.

Poison Whiskey with 6A Shields

Poison Whiskey With Bi-Weaves
 
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A couple weeks ago I happened to be looking through my module storage and noticed I had a spare set of C6 G5 Thermal Resistant Hi-Cap shields sitting at my old home base of Fowler Orbital in Dvorsi, collecting space dust, though I cannot recall which sold ship they came from lol. I mentioned earlier in this thread that my combat sweeper Krait uses 6A Reinforced Fast Charge. They were on hand when I built it, so I put them on and they proved more than suitable for the combat I engage in. Once I unlocked and added a GSR they were even better, and even with their resists deficiencies, more than enough, and have never collapsed.

But I'm a Bi-Weave man at heart, and that's what I like on my combat ships. So I whistled for those Bi-Weaves back at Fowler Orbital and when they arrived I replaced the 6A's. This dropped the mj significantly of course and threw my resists out of whack, especially with low kinetic. So I bought two new A boosters to replace the Thermals and flew off to Didi for some work, putting G5 Resistance Augmented and Super Caps on both. This evened the resists out nicely, even if kinetic is still a touch low for me. But thermals are the thing, and it went from 36% to 55%, which I feel makes shields more elastic in combat, as this is what protects from the weapons that do the most damage to shields, and the attacks that are most likely to strike fast, agile ships.

And beyond the protection, recovery time drops from 2:32 to 1:47 and recharge drops from 7:49 to 2:32. So the Bi-Weaves have the same recharge as the old shields had recovery! Should be much better suited to furball combat. Interestingly, the "Shields Will Hold For" rating on Coriolis is virtually identical between the two setups. 13:59 for the As, and 13:55 for the Bi-Weaves. I don't know enough to say exactly what this rating is showing, and for me the actual numbers don't matter all that much. The true value in shipyards like Coriolis is in comparison from one choice to the next. I believe however, that the Bi-Weaves will be superior in actual combat against the most common and effective attacks.

The new setup also draws slightly less power (which dropped idle temp one point) and is less expensive, minor concerns at best, but still factors. But overall I think this is the best choice for this ship.

Poison Whiskey with 6A Shields

Poison Whiskey With Bi-Weaves
Excuse me, why do you need assemblers on this ship? I easily collect materials on the Corvette.
 
Love my krait ll. She's a pvper and pve too. Not much in terms of staying power more shock n awe. Close range she destroys anything within a minute.
Designed specifically for threat 6 or 7 pirate Lords. Killing the principle and out before shields go. Flys like a dream with 3 sec boost and a respectable top speed.
Not my favourite ship for combat thats still my fas. But holds its own well..
Krait ll is a good ship no doubt.

 
Love my krait ll. She's a pvper and pve too. Not much in terms of staying power more shock n awe. Close range she destroys anything within a minute.
Designed specifically for threat 6 or 7 pirate Lords. Killing the principle and out before shields go. Flys like a dream with 3 sec boost and a respectable top speed.
Not my favourite ship for combat thats still my fas. But holds its own well..
Krait ll is a good ship no doubt.

And why would YOU 4 class FSD interdictor ?
 
Because of 22.4 ls range?

Granted, I'd go with 100° expanded arc and 12 seconds range, which is still massive.

Maybe I'd swap the c3 and c4, using a c3 interdictor and a c4 MRP.
Judging by the weapons he is not a ganker, and for NPC enough and 1 slot.
 
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