Ships Krait Battle ready Krait.

Looking for suggetions.
I'm trying to build a good battle Krait.
I want it to be hard hitting and fast.
Have storng shileds
Have at least 20 -30 ly jump range.
Some cargo space.
FSD Interdictor and Kill warrant scanner.
Little heat build up when in battle (if possible).
This is what I got so far. Still need to do more engineering


I have two fire groups, PA's on one and Rails in the other. Wondering if MCs would work better than the Rail Guns.
 
Some basic stuff to start with:

  • You have an E grade shield. For combat you either want an A grade (prismatic if you have them) or a biweave depending on if you want tough shields that don’t regen or regenerating shields that are less tough. Reinforced engineered shields have a thermal resistance hole that’s better off plugged with at least one thermal resistance shield booster…if you have access to that engineering. NPCs love their lasers.
  • How much weapon engineering do you have access to? You want little heat buildup but you've chosen the hottest running weapons in the game. Making the PAs efficient and choosing a suitable experimental for the rails that gives thermal reduction will go a long way to help you. You also have an overcharged power plant that‘s going to add baseline heat instead of subtracting it. Armored power plants are a better starting point.
  • D grade sensors are a much better choice. Much lighter and they’ll give a bit more range.
  • Choosing “Stripped down” as an experimental on your core modules is for when you’re making a long jumping ship to take you places fast. For a combat ship there are much better choices, like Drag Drives for the thrusters, Mass Manager for the FSD.
  • Just saying, but a Krait Mk II is a much more combat capable ship compared to its phantomy cousin. An extra large hardpoint plus a ship launched fighter adds tremendous firepower and some greater versatility for weapons. Not that you can’t make a combat Phantom, but the trade off is less firepower and longer battles. It’s also not as maneuverable as it appears to be, although it’s certainly better than the Mk II.
  • What is the cargo space to be used for? Straight combat ships don’t generally pack cargo space unless you plan to bring limpets to gather manufactured materials from the ships you destroy.
 
Thanks for the info
The E class shield and "stripped down" core modules were stored modules that upgraded the ones that came with the ship
. I plan to upgrade them and engineer them as needed for the build.
I can grade 5 most weapons. Wanted the hi-power rifles ( Pa & rail guns) but not sure how to keep them cool enough.
Cargo is for collecting the mats after battle So 32 is what I think i could use for fighting in Conflict Zones.
I know the Mk II makes for abetter fighter, but I'm just experimenting with the Phantom. Its usually my exploring vessel.
 
Here’s a first pass that keeps the spirit of your build but upgrades things that need upgrading and adds useful engineering.


Manufactured materials take up no cargo space, so if you want to use that cargo space to get mats quickly you need a collector limpet controller.

The strongest hull that money and materials can buy is a combination of Reactive Surface Compositive made Heavy Duty/Deep plating and a single Thermal Resistant hull reinforcement package in one of your smallest optional slots. That will make all of your hull resistances positive, and any further HD/Deep hull reinforcements you add will stack nicely.

I made both PAs efficient and added the dispersal field and target lock breaker experimentals. The rails are long range grade 2 for 4.2 km of range. You can adjust that as you see fit. For the experimentals I gave you super penetrator (for hitting modules) and feedback cascade (to use on ships that are triggering Shield Cell Banks).

I find chaff more useful than PDs for ships that can move well.

You can change one of the shield boosters to Heavy Duty/Super Capacitors if you want a thicker shield. Or you can make the biweave Reinforced, but that’s harder to balance resistances with only 4 utility slots.

Feel free to ask questions and meddle with the build per your preferences.
 
BTW, I play on the XBox so Changing to different fire groups takes a little extra time in battle.
I figure short range for the Rails since I normally run up close on the ships I'm fighting, plus, i've never used the rails or PAs before. Don't want to miss.
 
BTW, I play on the XBox so Changing to different fire groups takes a little extra time in battle.
I figure short range for the Rails since I normally run up close on the ships I'm fighting, plus, i've never used the rails or PAs before. Don't want to miss.
Short range has a…short falloff range of only 1 km. That’s fairly punishing. SR rails also generate heat like crazy, and your build has no means of dealing with heat, such as thermal vent beams, heat sinks, Low Emissions power plant, etc. With long range you can get the jump on your targets a lot sooner and you won’t have to worry about falloff at all.
 
I have three Krait IIs, and this is the one I use for combat. The others are a core miner and a rumble bus/armed merchant cruiser

Poison Whiskey

Fast, good jump, lightweight.

There aren't many here who do likewise, but I use no armour aside from HD stock bulkheads and HRPs to get my integrty in any ship. My design philosophy is to keep my ships light and fast. You'd need to juggle it a bit to add a KWS and FSDI. This build is intended to prowl CNBs, RES and those sorts of instances, enaging in combat and sweeping up the mats.

Killja, regardless of the path you choose, I suggest you work on shield resistances, especially thermal. This is key to shield elasticity in my view. High thermal resist allows your shields to shrug off much of the damage that would otherwise collapse them.

No one mentioned it I don't think, but you should consider class 6 thrusters too.
 
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@sinisalo Wow, I didn’t even see that the thrusters were undersized. Good catch. It’s funny that there isn’t much difference in performance. Everything on a Krait is oversized.

If you want to see the depths of ridiculousness a Krait mk II can get up to, here you go. https://s.orbis.zone/i86l

I call this a “tenderizer”. It uses a corrosive pacifier to soften up the hull milliseconds before the Short Range PAs hit, so the PAs get a 25% damage bonus. All projectiles are fired with the same trigger. Pacifier shots move faster than PA shots, so it always hits first. The short range thermal vent beam helps to bring the heat down between shots. It’s a one trick pony, but that pony is armed with brass knuckles and is ill-tempered.

There are several ships that have a large hardpoint forward of the others to make this work. The FAS, the Python, and the Chieftain for instance. Even if the large is a bit behind the other hardpoints it can still work …as long as there’s enough distance to allow the pacifier spread to move ahead of the other projectiles. Physics!
 
And what I didn't notice is it's actually a Phantom. Derp. The resistances and thrusters advice stands, but yeah, derp derp.

That Krait you posted Three Stars has insane DPS. But DPS is not very useful thing in my view. DPM is what matters, unless that initial volley can kill the target. I'd love to see Coriolis display both. It would reveal much I think.
 
@sinisalo Wow, I didn’t even see that the thrusters were undersized. Good catch. It’s funny that there isn’t much difference in performance. Everything on a Krait is oversized.

If you want to see the depths of ridiculousness a Krait mk II can get up to, here you go. https://s.orbis.zone/i86l

I call this a “tenderizer”. It uses a corrosive pacifier to soften up the hull milliseconds before the Short Range PAs hit, so the PAs get a 25% damage bonus. All projectiles are fired with the same trigger. Pacifier shots move faster than PA shots, so it always hits first. The short range thermal vent beam helps to bring the heat down between shots. It’s a one trick pony, but that pony is armed with brass knuckles and is ill-tempered.

There are several ships that have a large hardpoint forward of the others to make this work. The FAS, the Python, and the Chieftain for instance. Even if the large is a bit behind the other hardpoints it can still work …as long as there’s enough distance to allow the pacifier spread to move ahead of the other projectiles. Physics!
Nasty...

Don't have my build here right now, but I'm using triple Pacifiers (rapid fire/screening shell) and dual gimballed MCs. That lets me get away with 6A PP & PD, saving a few tons.

Not recommended for CZs - I had to run more than once when all the CZ suddenly turned red due to a few misguided pac shells...
 
That Krait you posted Three Stars has insane DPS.
No, it doesn't 😁.

(ignore the incomplete outfit/engineering - just as a rough outline for my general mission runner, the second size 6 compartment I like to use for mission stuff, the smaller compartmnents are filled with a mix of Guardian stuff and HRPs).

---

Edit: but yes, one salvo every three seconds would be too slow for me
 
That Krait you posted Three Stars has insane DPS. But DPS is not very useful thing in my view. DPM is what matters, unless that initial volley can kill the target. I'd love to see Coriolis display both. It would reveal much I think.

I use it to win high CZs regularly. There’s a rhythm between firing the big boomers and using the vent beam to bring the heat down. Pre-chilling with the beam is also helpful when available.

(ignore the incomplete outfit/engineering - just as a rough outline for my general mission runner, the second size 6 compartment I like to use for mission stuff, the smaller compartmnents are filled with a mix of Guardian stuff and HRPs).

---

Edit: but yes, one salvo every three seconds would be too slow for me

Have you tried Double Shot? https://s.orbis.zone/i87l

They work a treat as high alpha weapons.
 
Have you tried Double Shot? https://s.orbis.zone/i87l

They work a treat as high alpha weapons.
That's an old discussion - OC vs. DS vs. RF. Each gives roughly the same peak DPS. DS and RF chew through the limited ammo faster, but RF also brings down the reload delay - you get 5 seconds reload for OC/DS with most secondaries, 2.5 seconds for the Screening Shell secondary and 0.88 seconds for rapid fire/screening shell. That massively upgrades your sustained DPS (as well as ammo throughput...).

In the end, it's a matter of personal taste. I switched to RF/SS after one too many encounter where I was in firing position, only to see the "reloading" on the weapon status.
 
krait mk II , or phantom?

strong fighter and 144t cargo i'll have here. no silly pacifers it one on one targeting with pulse lazers and mc
 
I'll experiment with those. Also looks like plasma slug reduces thermal load. Lots to think about.
Plasma Slug, Feedback Cascade and Super Penetrator all have the same -40% thermal load modifier. And since heat is usually the limiting factor on rails, you should stick to those 3 experimentals unless/until you have a dedicated plan for handling lots of heat. Similarly, your rails should be Long Range, because 1km damage falloff start and 3km max range is a disservice to a hitscan weapon that can reliably hit targets at far larger ranges. Not necessarily G5, tho. G1 or G2 already give a nice range without increasing power draw/mass by much.

Of course, eventually some asteroid dogfighter will come around explaining how lightweight/double braced rails is THE WAY TO GO if you want to snipe modules at melee ranges or somesuch. But the above should get you started and give you a baseline for your own experiments.
 
BTW, I play on the XBox so Changing to different fire groups takes a little extra time in battle.
I figure short range for the Rails since I normally run up close on the ships I'm fighting, plus, i've never used the rails or PAs before. Don't want to miss.

If it takes any time to switch fire groups, you need to redesign your controller setup. My current setup is nothing like the default.
 
Getting back to the topic of the thread which is a Krait Phantom…I’ve had trouble over the years figuring out weapon combos that work well and can’t be done better on a regular Krait mk II. With a class 7 PD feeding only 4 hardpoints, you should be able to go ridiculously high draw on almost all points. I’ve just never figured out the right combo.
 
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