Ships Krait Anti-Scout Krait, need advice

Need advice from experienced hunters on what to upgrade/change on this Krait Mk2 for even better anti-Scout (doubt I'll ever go beyond Threat 3/4 NHSS).
Mind that I sux at fixed weapons and atm don't have access to any Guardian tech (beside FSD), but if some module is really needed I'll try to get it. Human modules I can engineer all.
Thanks!
 
Need advice from experienced hunters on what to upgrade/change on this Krait Mk2 for even better anti-Scout (doubt I'll ever go beyond Threat 3/4 NHSS).
Mind that I sux at fixed weapons and atm don't have access to any Guardian tech (beside FSD), but if some module is really needed I'll try to get it. Human modules I can engineer all.
Thanks!
I mean, that seems waaay more than adequate for taking out Scouts.

It‘s been a while since I did any AX combat and I would very much class myself as “novice” in that regard but I run a kinda hybrid Scout / Interceptor Krait MkII which is not a million miles from your build on the internals front. But I don’t bother with limpets and instead overheat myself to burn off the caustic if I get hit so I have an AFMU instead of the limpets and cargo rack.

Weapon-wise, I run two C3 AX MCs on turrets (I hate turrets, wish they did gimballed but we are where we are …) alongside a C3 Efficient / Thermal Vent Beam Laser. Those are on the same fire group, so the beam keeps me cool and the turrets plug away at whatever I shoot at. Then I run two C2 Gaus Cannon which will pop Scouts very nicely and are good to practice for taking on the big bugs - which the ship can also happily do though I tend to wing up for that.
 
Efficient / Thermal Vent Beam Laser
This is an engineering trap. As the thermal vent effect works by reverting the base heat generated, the efficient modification reduces its effect. I would suggest going long range to be able to tag targets at range in axczs. Admittedly, I did fall into the same trap myself at some point.
 
This is an engineering trap. As the thermal vent effect works by reverting the base heat generated, the efficient modification reduces its effect. I would suggest going long range to be able to tag targets at range in axczs. Admittedly, I did fall into the same trap myself at some point.
This.
 
This is an engineering trap. As the thermal vent effect works by reverting the base heat generated, the efficient modification reduces its effect. I would suggest going long range to be able to tag targets at range in axczs. Admittedly, I did fall into the same trap myself at some point.
Yeh but this is an AX ship where I don’t want the Beam taking up any more of the distro than necessary. For standard combat - if I can - I run Long Range and yes they are waaaay more effective at dumping heat that way.

That said, a C2 LR / TV might be a shout …
 
Yeh but this is an AX ship where I don’t want the Beam taking up any more of the distro than necessary.

This is a good point and I think lost sometimes when focusing on damage numbers.

I disagree that efficient thermal vent is a trap. Two efficient thermal vent beams quickly cool my Krait to zero, and you can't get lower, so any 'lost effect' is is indeed lost, isn't it?

If the ship runs hot enough that zero thermal (iced cockpit) cannot be attained then perhaps there's an argument there.
 
Yeh but this is an AX ship where I don’t want the Beam taking up any more of the distro than necessary.
Irrelevant. You should not be firing gauss while firing the beam laser. AXMCs hardly draw distro in comparison to gauss.

Look up any build with a beam on the AXI build repository and you will find the engineering to be long range + thermal vent.

If you look at my signature, it should at least hint at some amount of understanding of AX build theory.

I disagree that efficient thermal vent is a trap. Two efficient thermal vent beams quickly cool my Krait to zero, and you can't get lower, so any 'lost effect' is is indeed lost, isn't it?
You are then using two hardpoints to accomplish what one hardpoint could do. That’s inefficient in my book.

Damage numbers are not that relevant. It is not the main purpose of the beam.
 
One beam cannot reach zero temp. Maybe it could if the ship were set up to run cool enough through other means, but mine, as configured, needs two to ice out.
 
I should add that icing out won't be important for some players. Maybe they use thermal vent to offset hot weaponry or something else entirely. But for me it's like having unlimited auto-heatsinks, which is a useful perk.
 
To quantify that.

Here is a long range engineered size 2 laser:
1636646038407.png


Same laser but efficient engineering:
1636646069756.png


So, in conclusion, a single long range laser will cool more and draw less distro than two efficient lasers and leave you a free hardpoint.
 
Irrelevant. You should not be firing gauss while firing the beam laser. AXMCs hardly draw distro in comparison to gauss.

Look up any build with a beam on the AXI build repository and you will find the engineering to be long range + thermal vent.

If you look at my signature, it should at least hint at some amount of understanding of AX build theory.


You are then using two hardpoints to accomplish what one hardpoint could do. That’s inefficient in my book.

Damage numbers are not that relevant. It is not the main purpose of the beam.
Meant no offence - was simply explaining why I had that on there. I absolutely AM firing the beam at the same time as the Gauss cannon - the reason for efficient is so I don’t have to stop firing it. 😀

That said - I do get your point that the optimum build would be a LR beam. I’d have to engineer one (don’t have a LR C3 to hand) and then see how the distro held up but I suspect I don’t need that for the way I use the ship which is Scouts or Wing Interceptor fights so I haven’t bothered thus far.
 
You should still stop firing it. Even as efficient it draws distro, just less, and damage on most AX ships is distro capped.
But at efficient my distro can charge faster than the beam can drain it … and certainly faster than I can line up Gauss shots!!
 
I like it. Except I used beam lasers instead of flak cannons. Beam lasers (w/thermal vent effect) don't really damage scout ships but are great for grabbing the attention of a scout ship and for cooling my ship quickly. You do not need decontamination limpets and so do not need a cargo rack, two more slots for HRP! Instead. use silent running while boosting to cook off contamination.
 
But at efficient my distro can charge faster than the beam can drain it … and certainly faster than I can line up Gauss shots!!
I'm talking about ideal sustained damage. Ideally, you have around 2.05 s between gauss shots (2.1 s is more obtainable though) and typically AX builds have difficulties supporting all their gauss cannons firing at that rate. This is what is meant by damage being distro capped. It is the distro that limits the theoretically maximal damage output.

A well engineered distro should have no problems at all sustaining a single beam laser.

Edit: If just for scout hunting, I guess it is fine to use a beam to cool down. However, a long range laser will still do so more efficiently than an efficient beam as the thermal load/distro draw is larger.
 
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