Ships Krait MKii or Alliance Chieftain?

I'm trying out a Krait Mk II that can switch between normal PvE combat and some light Thargoid fighting (Scouts, not Interceptors). It's not optimized because I like creature comforts like extended jump range, docking and supercruise assistance, and collector limpets for recovering salvage. Jump range is about 40 Ly.

Krait Mk II hybrid combat build

For those who don't want to bother with the link, it's got the following:

  • Weapons: Class 3 Turreted Efficient (Grade 3, Thermal Vent) Beam Laser, 2 Class 3 Turreted AX Multi-Cannon, 2 Modified Guardian Plasma Chargers (Coriolis only shows the normal versions).
  • Core Internals: Military Grade Composite Armor (Grade 5 Lightweight, Deep Plating), 7A Power Plant (Grade 5 Armoured, Thermal Spread), 6A Thrusters (Grade 5 Dirty, Drag Drives), Pre-Engineered 5A Frame Shift Drive with Mass Manager (not shown in Coriolis), 4D Life Support (Grade 3 Lightweight), 7A Power Distributor (Grade 5 Charged Enhanced, Super Conduits), 6D Sensors (Grade 5 Lightweight), 5C Fuel Tank.
  • Optional Internals: 6C Bi-Weave Shield Generator (Grade 5 Enhanced Low-Power, Fast Charge), 6D Fighter Hangar, 5D Guardian Hull Reinforcement Package, 5H Guardian Frame Drive Shift Booster, 4E Corrosion Resistant Cargo Rack, 3D Guardian Module Reinforcement Package, 3C Collector Limpet Controller (Grade 5 Lightweight), 1E Supercruise Assist, 1E Advanced Docking Computer.
  • Utility Mounts: 0C Kill Warrant Scanner (Grade 5 Fast Scan), 2 0I Point Defense (Grade 5 Lightweight), 0A Shield Booster (Grade 1 Resistance Augmented, Super Capacitators)
Some components are subject to change based on what I'm currently doing. I'll probably swap out the Collector Limpet for a Decontamination Limpet when going to fight Thargoids, remove the Hull Reinforcement for a Cargo Rack if I'm taking part in relatively easy PvE combat, etc.

My initial tests reveal one problem - I have to use the Plasma Chargers sparingly, or the Beam Laser and AX Multi-Cannons stop firing. That's even with the best Power Distributor and Power Plant I can find and engineer. However, the Plasma Chargers are great against slower, bigger targets - they hit like a hammer!
Human weapons are 70% worse against Targoids, Guardian weapons are not effective against humans.
We need to change weapons.
 
I'm trying out a Krait Mk II that can switch between normal PvE combat and some light Thargoid fighting (Scouts, not Interceptors). It's not optimized because I like creature comforts like extended jump range, docking and supercruise assistance, and collector limpets for recovering salvage. Jump range is about 40 Ly.

Krait Mk II hybrid combat build

For those who don't want to bother with the link, it's got the following:

  • Weapons: Class 3 Turreted Efficient (Grade 3, Thermal Vent) Beam Laser, 2 Class 3 Turreted AX Multi-Cannon, 2 Modified Guardian Plasma Chargers (Coriolis only shows the normal versions).
  • Core Internals: Military Grade Composite Armor (Grade 5 Lightweight, Deep Plating), 7A Power Plant (Grade 5 Armoured, Thermal Spread), 6A Thrusters (Grade 5 Dirty, Drag Drives), Pre-Engineered 5A Frame Shift Drive with Mass Manager (not shown in Coriolis), 4D Life Support (Grade 3 Lightweight), 7A Power Distributor (Grade 5 Charged Enhanced, Super Conduits), 6D Sensors (Grade 5 Lightweight), 5C Fuel Tank.
  • Optional Internals: 6C Bi-Weave Shield Generator (Grade 5 Enhanced Low-Power, Fast Charge), 6D Fighter Hangar, 5D Guardian Hull Reinforcement Package, 5H Guardian Frame Drive Shift Booster, 4E Corrosion Resistant Cargo Rack, 3D Guardian Module Reinforcement Package, 3C Collector Limpet Controller (Grade 5 Lightweight), 1E Supercruise Assist, 1E Advanced Docking Computer.
  • Utility Mounts: 0C Kill Warrant Scanner (Grade 5 Fast Scan), 2 0I Point Defense (Grade 5 Lightweight), 0A Shield Booster (Grade 1 Resistance Augmented, Super Capacitators)
Some components are subject to change based on what I'm currently doing. I'll probably swap out the Collector Limpet for a Decontamination Limpet when going to fight Thargoids, remove the Hull Reinforcement for a Cargo Rack if I'm taking part in relatively easy PvE combat, etc.

My initial tests reveal one problem - I have to use the Plasma Chargers sparingly, or the Beam Laser and AX Multi-Cannons stop firing. That's even with the best Power Distributor and Power Plant I can find and engineer. However, the Plasma Chargers are great against slower, bigger targets - they hit like a hammer!
You have lots of power capacity to spare, so the enhanced low power engineering on the shields does not make sense. Why not reinforced with fast charge?
Point defence is not doing you much good, so replace with 2 shield boosters. Engineer one for thermal resists + supercaps, and the other heavy duty + supercaps.
Opinions differ on this, but for me, a combat ship should have D rated sensor engineered for grade 2 or 3 long range so you can identify and lock on targets up to 6km to 7km away.
The weapons you have are a reasonable set up for AX combat, but you want to switch them for something else for fighting human ships. Efficient beam lasers with thermal vent and multi cannons is always a reliable set up if you can do grade 5 laser engineering. If limited to grade 3 on lasers, long range on burst lasers or rapid fire on pulse lasers are good options.
 
Far from an expert Xeno-basher but, in my limited experience taking on Scouts …

If you want to avoid having to keep changing load outs, I find Overcharged MCs work fine against Scouts. Stick 2 up top along with a single AX MC and then two LR C2 Beams with Thermal Vent. Then set up two fire groups:

  • 1 : Human : Beams on trigger 1 and just the standard MCs on trigger 2
  • 2 : AX : Add the AX MC into the mix on trigger 2

That should be effective against scouts - the two Overcharged MCs should hit as hard as having a second AX MC - without sacrificing much DPS against human NPCs.

Other advice on D-rated sensors, adding shield boosters, etc seems pretty solid.

I would also - personally - not bother with the decontamination limpets but instead have a (ideally high capacity) heat sink launcher equipped. If you get hit by a caustic missile then either finish the fight or leave and then switch to silent running and spin up your FSD. Once you get hot enough (125%, I think?) disengage silent running and fire off a heat sink. Yeh, you’ll take some module damage, but it frees up two slots for other things.

I’ve only taken on interceptors in a wing but I wouldn’t go near that with anything other than a Thargoid-optimised ship.
 
You have lots of power capacity to spare, so the enhanced low power engineering on the shields does not make sense. Why not reinforced with fast charge?
Point defence is not doing you much good, so replace with 2 shield boosters. Engineer one for thermal resists + supercaps, and the other heavy duty + supercaps.
Opinions differ on this, but for me, a combat ship should have D rated sensor engineered for grade 2 or 3 long range so you can identify and lock on targets up to 6km to 7km away.
The weapons you have are a reasonable set up for AX combat, but you want to switch them for something else for fighting human ships. Efficient beam lasers with thermal vent and multi cannons is always a reliable set up if you can do grade 5 laser engineering. If limited to grade 3 on lasers, long range on burst lasers or rapid fire on pulse lasers are good options.
Well, the answer to most of your questions can be summarized with a few bullet points:
  • I'm not very experienced with the combat aspects of the game, and I'm pretty bad with most fixed weaponry. I generally prefer turrets.
  • I like my convenience options (docking computer and supercruise) despite the slot cost.
  • I'm a lazy player who doesn't like managing too many things at once.
  • I'm also lazy about switching out components when I switch activities.
The main inspiration for trying out a combat build was seeing the Modified Plasma Chargers with the 6k/sec shot speed. It's the only fixed weapon I've had luck using, and they take the Medium slots so I can save the Large slots for turrets. It didn't look like the AX Multi-Cannon penalty was that bad (at least compared to the 77% reduction when using human weapons against Thargoids), so it seemed a reasonable choice. The Beam Laser is used for the Thermal Vent feature (plus general combat performance), and I chose Efficient because Distributor Draw is a limiting factor.

I'd really like to make it so that the ship can handle firing all the weapons without running dry in less than 10 seconds. Even with 3+ pips on weapons that doesn't seem to happen, and firing without fully charging each plasma charger shot overheats me quickly. I end up using the plasma chargers sparingly, when I can line up a good shot.

I chose Enhanced Low-Power Shields for the mass reduction (better jump range and thruster speed). I wasn't sure how much power the Modified Plasma Chargers would use, so the power draw reduction didn't hurt. Reinforced penalizes the Regeneration and Broken Regeneration Rate, which seems to defeat the purpose of a Bi-Weave. If I'm way over on power, I could try reducing the power plant.

I chose Point Defense because I've had a bad time with missiles in the past, and I prefer passive defenses to something I have to actively manage (lazy, as I said). I also saw that Thargoid Scouts occasionally use caustic missiles. Why is Point Defense (one top, one bottom) a bad choice? They are effectively zero weight with the engineering, so I'm losing two slots but saving weight and getting some passive missile defense.

A Heavy Duty Shield Booster weighs a lot (14t), and while it increases my total shields it doesn't seem to increase my regen rate, which is more important to me. I'm considering changing my existing Shield Booster for one built for Thermal Resistance, as lasers are more of an issue than other weapons.

Wouldn't 6A Sensors with Lightweight 5 be a better choice than 6D Sensors with Long Range? I usually default to D sensors for the weight reduction, but I could see going with A for a combat vessel that needs to see the battlefield at a distance.

I would also - personally - not bother with the decontamination limpets but instead have a (ideally high capacity) heat sink launcher equipped. If you get hit by a caustic missile then either finish the fight or leave and then switch to silent running and spin up your FSD. Once you get hot enough (125%, I think?) disengage silent running and fire off a heat sink. Yeh, you’ll take some module damage, but it frees up two slots for other things.

I’ve only taken on interceptors in a wing but I wouldn’t go near that with anything other than a Thargoid-optimised ship.

I don't think I could bring myself to have a ship without any cargo capacity, so it's really only saving one slot...and a pretty low-level one. I'd rather be able to just fire off a decontamination limpet immediately...again, lazy.

I play solo and am inexperienced in combat - I think a few Scouts are about as much as I can handle. No Interceptors for me.
 
Well, the answer to most of your questions can be summarized with a few bullet points:
  • I'm not very experienced with the combat aspects of the game, and I'm pretty bad with most fixed weaponry. I generally prefer turrets.
  • I like my convenience options (docking computer and supercruise) despite the slot cost.
  • I'm a lazy player who doesn't like managing too many things at once.
  • I'm also lazy about switching out components when I switch activities.
The main inspiration for trying out a combat build was seeing the Modified Plasma Chargers with the 6k/sec shot speed. It's the only fixed weapon I've had luck using, and they take the Medium slots so I can save the Large slots for turrets. It didn't look like the AX Multi-Cannon penalty was that bad (at least compared to the 77% reduction when using human weapons against Thargoids), so it seemed a reasonable choice. The Beam Laser is used for the Thermal Vent feature (plus general combat performance), and I chose Efficient because Distributor Draw is a limiting factor.

I'd really like to make it so that the ship can handle firing all the weapons without running dry in less than 10 seconds. Even with 3+ pips on weapons that doesn't seem to happen, and firing without fully charging each plasma charger shot overheats me quickly. I end up using the plasma chargers sparingly, when I can line up a good shot.

I chose Enhanced Low-Power Shields for the mass reduction (better jump range and thruster speed). I wasn't sure how much power the Modified Plasma Chargers would use, so the power draw reduction didn't hurt. Reinforced penalizes the Regeneration and Broken Regeneration Rate, which seems to defeat the purpose of a Bi-Weave. If I'm way over on power, I could try reducing the power plant.

I chose Point Defense because I've had a bad time with missiles in the past, and I prefer passive defenses to something I have to actively manage (lazy, as I said). I also saw that Thargoid Scouts occasionally use caustic missiles. Why is Point Defense (one top, one bottom) a bad choice? They are effectively zero weight with the engineering, so I'm losing two slots but saving weight and getting some passive missile defense.

A Heavy Duty Shield Booster weighs a lot (14t), and while it increases my total shields it doesn't seem to increase my regen rate, which is more important to me. I'm considering changing my existing Shield Booster for one built for Thermal Resistance, as lasers are more of an issue than other weapons.

Wouldn't 6A Sensors with Lightweight 5 be a better choice than 6D Sensors with Long Range? I usually default to D sensors for the weight reduction, but I could see going with A for a combat vessel that needs to see the battlefield at a distance.



I don't think I could bring myself to have a ship without any cargo capacity, so it's really only saving one slot...and a pretty low-level one. I'd rather be able to just fire off a decontamination limpet immediately...again, lazy.

I play solo and am inexperienced in combat - I think a few Scouts are about as much as I can handle. No Interceptors for me.

I'm with you on docking computers and convenience.
Sensors - D rated with long range is better than A rated with light weight. You get more range for the weight carried.
If you are concerned about the weight of heavy duty engineered shield boosters, engineer an 0E shield booster to grade 5 heavy duty and it weighs only 2 tons adding +50% protection compared to 0A adding +70% for 14t.
I use 0E heavy duty engineered shield boosters on my small and medium ship's and 0A on large ships that are so heavy 14t makes no real difference.
At least one 0A shield booster engineered thermal resistance with supercaps is an excellent idea 👍
Thargoids do absolute damage so resistances don't mean anything for that combat style.
Do you use Coriolis to test ship builds?
 
I chose Point Defense because I've had a bad time with missiles in the past, and I prefer passive defenses to something I have to actively manage (lazy, as I said). I also saw that Thargoid Scouts occasionally use caustic missiles. Why is Point Defense (one top, one bottom) a bad choice? They are effectively zero weight with the engineering, so I'm losing two slots but saving weight and getting some passive missile defense.
PD generally does not work against the Thargoids, and NPC launch missiles as soon as you run out. But these missiles are so many that even 2 PD will not save YOU.

A small shield and hull is bad against Thargoids.
Poor shield and hull resistance is bad against humans.
 
I want to throw into the ring another ship: the Python. In terms of its internal parts and weaponary it is very similar so you can use most modules on both the Krait mk II and the Python. While the Krait Mk II can get a fighter hangar, the Python is tougher and can do threat 6 wing assassination missions alone when fully engineered. Fitted with multi cannons it shredds almost anything in nearly no time. Its a really tough ship! :)

 
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What it’s great on the Python is, that you can fit a Class 6 shield with two class 6A or 6B shield cell banks, which gives you more than 6300 MJ with Prismatic or 5500 with Bi-Weaves. And with the Class 7 PP you don‘t even need OC mod.



Or a class 5 Prismatic with 3 6A/B SCB = 8000 Mj 😉
 
What it’s great on the Python is, that you can fit a Class 6 shield with two class 6A or 6B shield cell banks, which gives you more than 6300 MJ with Prismatic or 5500 with Bi-Weaves. And with the Class 7 PP you don‘t even need OC mod.



Or a class 5 Prismatic with 3 6A/B SCB = 8000 Mj 😉
Cool the cell bank with a laser only?
 
Cool the cell bank with a laser only?

Yes, with the Armoured Thermal Spread PP and Specialised Mod on the SCB the overheat damage is acceptable*. I usually end up with more than 90% integrity on the weapons and important systems after firing all 12 banks. Sometimes the FSD interdictor or the docking computer (when fitted) gets destroyed, but a reboot will deal with this.

(* when firing only one SCB at once)
 
Or kill your enemies before you need shield cell banks with a faster more agile Krait II with a fighter 😛
(I'm messing with you 😉)
Or really go for it with fire power and shield tanking with 13,594MJ total shield strength with something like this https://s.orbis.zone/joo5
I don't favour grade B due to the extra weight, but it's an option for even more MJ if the weight doesn't bother you.
It's a big time investment, but it solos threat 8 wing assassination missions and makes it through 2 high intensity CZs back to back without rearm repair, or 3 medium. At a compromised nav beacon its running out of multi cannon ammo that ends the fighting, or pilot exhaustion 🤣
 
I'm with you on docking computers and convenience.
Sensors - D rated with long range is better than A rated with light weight. You get more range for the weight carried.
If you are concerned about the weight of heavy duty engineered shield boosters, engineer an 0E shield booster to grade 5 heavy duty and it weighs only 2 tons adding +50% protection compared to 0A adding +70% for 14t.
I use 0E heavy duty engineered shield boosters on my small and medium ship's and 0A on large ships that are so heavy 14t makes no real difference.
At least one 0A shield booster engineered thermal resistance with supercaps is an excellent idea 👍
Thargoids do absolute damage so resistances don't mean anything for that combat style.
Do you use Coriolis to test ship builds?
I've made a few adjustments to the build and now have 1 0A Shield Booster (resistance) and 2 0E Shield Boosters (heavy duty), dropping the scanner. I kept 1 Point Defense. I'm trying out the A rated lightweight scanner - better than I had, and better on weight than the long range version.

I look at Coriolis for stats, but don't actively test builds.
 
From a smugglers perspective its the Krait ll.
She's built to run cool. As low (shielded) as 12%. If l go dark and drop or remove shields it's 7%.
Which allows me to use silent running combined with 12 sinks, to keep way under radar/scan.
Equipped with 3 double shot screening shell pacifiers she's lethal at close range. 2 drag high ammo packhounds ensure their stuck in place for pacifiers to chew on.
Designed really to evade. But she has a bite.
 
I've made a few adjustments to the build and now have 1 0A Shield Booster (resistance) and 2 0E Shield Boosters (heavy duty), dropping the scanner. I kept 1 Point Defense. I'm trying out the A rated lightweight scanner - better than I had, and better on weight than the long range version.

I look at Coriolis for stats, but don't actively test builds.
I just checked again A rated light weight grade 3 sensor vs D rated long range grade 3 which have similar sensor range. Basically for a 7.2km range you can run light weight grade 3 6A sensors that draw 1.5mw power but weigh 20t, or grade 3 long range 6D sensors 7.83km range that draw less power at 0.45mw but weigh 25.6t.
I guess if you have power capacity to spare you can use it to have a little less weight for similar sensor range using 6A sensors.
 
I just checked again A rated light weight grade 3 sensor vs D rated long range grade 3 which have similar sensor range. Basically for a 7.2km range you can run light weight grade 3 6A sensors that draw 1.5mw power but weigh 20t, or grade 3 long range 6D sensors 7.83km range that draw less power at 0.45mw but weigh 25.6t.
I guess if you have power capacity to spare you can use it to have a little less weight for similar sensor range using 6A sensors.
I have access to Lightweight 5 for scanners, so it's down to 8 tons. :)
 
Having done my Elite in trade and exploration, I’m now looking to jump into the combat side of things. Nothing too taxing to begin with, probably just NPC stuff to begin with, bounty hunting and missions sort of stuff. I have a Vulture which is great fun to fly and is more or less fully engineered but am looking to try a different ship. The Cmdrs in my Squadron have been more than helpful in their suggestions and I’ve narrowed it down to two. Alliance Chieftain or a Krait Mkii. Having flown both ships, I like the extra bit of agility of the Chieftain although there isn’t much in it. I’ve read a few times now that the canopy of the Chieftain is quite vulnerable to getting busted which makes me a bit wary about having one. I still have the Krait Mkii which I bought to ‘test drive’ but am still drawn towards the Chieftain due to the rave reviews it seems to get from lots of pilots.

If I’m only doing NPC combat at this point, would it be fair to say that either of the ships, fully engineered, would be more than adequate for my needs? In which case, should I be concerned about the canopy issue of the Chieftain or would it be no bother?

Anyone have any advice which one I should go for please?

My favourite NPC/PVE ship is the Krait Mk II. The fighter just makes it so much more fun, plus it's the equivalent of an extra Large hardpoint. Here's my PVE build after lots of tweaking/testing:

Krait Mk II Bi-weave PVE Build

Highlights:
Fighter (of course).
Bi-weaves and boosters give 10,000 effective shield, and sub 90 sec recharge - great for extended PVE.
3 Beams are all on top of ship and have excellent time-on-target. They still have lock even when target is at very top of screen. I tried to make 2 beams + 3 MC work for me, but it wasn't good. The 3 beam setup works so much better due to hardpoint placement (YMMV). Target shields go down quick, and then beams plus a few squirts of corrosive MC to finish them off.
Shield Cell + Vented beam cooling is only there for insurance / peace of mind, but hardly ever need it.
 
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