Combat setup hints for Krait

Hi cmdrs

Looking for some combat setup hints.
I own a Krait MK II, on my way to fully engineer all modules.

Here my actual hardpoints setup
I use to group lasers and plasma in one and cannons in the second group.
Screenshot_20210131-084013_Chrome.jpg


Of course I waste lots of plasma bullets...

So far I play PvE, no big problems with a fighter in Low Intensity conflict zones. Some in medium.

Any hint?
(I know I could develop aim and switch to fixed...)

Thanks!!
 
Your weapon choices are pretty much entirely personal preference.

Your internal modules however make quite a difference in keeping you alive.

What core/optional/utility modules do you have equipped?
 
I don't use a Krait but a wing buddy does. Afaik he runs 2 PAs, Focused with Plasma Slug for endless ammo. Rest seem to be gimballed beam lasers. He also carries a SLF. He's happy with the setup.
 
OP: Thanks for posting.

I am lurking in this thread, as I will be the (potentially) happy owner of a Krait mk II once I make it back to the bubble.

Anyone who feels they have a good Pve, bounty hunter, mission runner or even piracy build, feel free to share :)

cheers,
 
Your weapon choices are pretty much entirely personal preference.

Your internal modules however make quite a difference in keeping you alive.

What core/optional/utility modules do you have equipped?
Hi Noize,

plese find my complete setup here
I am also wondering about upgrading military grade comp. to the ultimate one (dont remember the name) but it costs FOREVER
;)
thanks
 
OP: Thanks for posting.

I am lurking in this thread, as I will be the (potentially) happy owner of a Krait mk II once I make it back to the bubble.

Anyone who feels they have a good Pve, bounty hunter, mission runner or even piracy build, feel free to share :)

cheers,
My pleasure, I am very happy with my Krait and I'd suggest a try indeed. Thrusters sound is AWESOME.
However I suck at combat and she always reminds me that LOL

However you can kill even big ships (conda, python) but not alone, IMHO. At least I cannot do that, only in conflict zone as well as they are a bit overwhelmed by others.
 
OP: You should group your firegroups after the targeting rectangle.

In your above case the Plasma Accelerator on one trigger and the gimballed guns on another.
The combination is wild though, the multi and beams need a hold of the trigger, while the frag and PA needs tapping.

That's suboptimal. I'd suggest skipping the frag for another PA and put them both on trigger 1, and the others one 2 for example.
 
Yeah I’d definitely swap the Military Grade Composite for Reactive Surface Composite with Heavy Duty mod and Deep Plating experimental effect and stick Thermal Resistance mod with Deep Plating on your smallest Hull Reinforcement to balance out your Hull resistances.
Heavy Duty & Deep Plating on any others Hull Reinforcements.

The resistance increase is the same no matter what you put Thermal Resistance on but you get the most Armour Integrity out of the larger Hull Reinforcements with HD & DP.

Get A rated core modules for everything but your Sensors and Life Support.
That way all your modules will be stronger and you’ll save a bit of mass on the Sensors and Life Support.

Long Range on the Sensors is a good idea because you’ll be able to see enemy & ally ships on your radar from much further away.

If your aiming to build a CZ ship you don’t need the Wake Scanner, that’s more for chasing Bounties between systems.

I like to have at least 1 Chaff Launcher and 1 Heat Sink for disrupting enemy targeting when things get a bit spicy.
Chaff makes screws with Gimballed targeting and Heat Sinks can break target locking when your ship goes ice cold and are good for cooling your ship when you pop a Shield Cell Booster.
So I’d drop at least one of those Shield Boosters too.

If you stick with 2 Shield Boosters put Heavy Duty on one for extra strength and Resistance Augmented on the other for a resistance boost.

As for Shields, that’s personal preference again.
A rated has higher shield health and slower recharge but C rated (Bi-Weave) recharge much faster with lower shield health.
Personally I mostly use Bi-Weaves with Thermal Resistance mod and Fast Charge experimental.
But if you want lots of shield strength stick with the A rated and Thermal Resistance mod to keep enemy lasers at bay and either Fast Charge to boost the long Recharge time or Low-Draw to keep the power consumption/draw down.

I’d also stick Corrosive Rounds on that small Multi-Cannon for some bonus damage.
It weakens enemy armour and basically make your other weapons do more damage while it’s applied to their Hull.

Engineering combat ships can turn into a bit of a rabbit hole, but the trick is to get your all your Hull/Shield resistances out of minus numbers and give them some over all boost.
 
Here's a few I've tried BTW I favour the bi-weave resistance shield approach, other options are available ;)

Pirate threat build; strip shields and target modules with the rails https://s.orbis.zone/b_uo

HazRES build, good sustained laser damage duration with MC for high hull damage as required https://s.orbis.zone/b_uu

PA build not the easiest to use and works best against large targets https://s.orbis.zone/b_uw

Frag build just finished engineering this one very effective against large ships although the ammo doesn't last long https://s.orbis.zone/b_v3
 
Also if you can afford it it’s good idea to have a ship for Bounty Hunting and a ship for CZs.

Pirates aren’t nearly as strong as CZ ships which utilise engineering to a certain degree, so you can get away with less armour and shields for Bounty Hunting.

I’ve got 2 almost identical Mambas as my main combat ships.
One it’s chock full of Hull Reinforcements for CZs and the other has a bit of cargo space and a 1A Collector Limpet Controller for scooping mats from Bounty Hunting.
 
Some npc pirate lord missions are tough. Threat 6 normally. 3 vultures heavily engineered with a pirate lord in a fdl or corvette or conda.
A nasty group to whittle down.
Some just nail the mark then warp out.
Others take on the vultures first. I just shoot whoever isn't chaffing hehe
 
Lot of great advice and builds already, thanks.

For me, guardian and PP tech are not an option at the moment. I am also not good with fixed weapons on my PS4 controller.

Keeping to those restrictions, what do you guys think of the following build?

https://s.orbis.zone/b_yu


I call it mission runner, because I want to mix activities up a bit with it: bounty hunting, courier&cargo missions (combat against pirates), planetary missions, low threat CZ, etc.

cheers,
 
I'm loving my Krait 2 but I definitely could use some improvements on the build, so good stuff in this thread by everyone. Sometimes I feel like a god, then sometimes my Bi-Weaves go down way too fast. Using two long range beams w/thermal vent in the medium's and three overcharged MC's in the large, one with corrosive.

DPS is great, but it's the defense that let's me down. Bi-weaves are great if you can leave 3 or 4 pips in them, but that's not practical for sustained heavy combat against multiple Dangerous+ opponents. Thinking about switching to A-rated or getting Prismatics.

But the Krait is just overall awesome and I know I can get more improvements out of her.
 
It's always about personal preferences but I'll focus on two weapon kinds only,one for each firegroup,Two Large Plasmas (Focused or Effficient) and three Multis (one Incendiary one Corrosive the last your choice) for example,you won't need lasers,Plasma'll do thermal stuff.
 
I'm loving my Krait 2 but I definitely could use some improvements on the build, so good stuff in this thread by everyone. Sometimes I feel like a god, then sometimes my Bi-Weaves go down way too fast. Using two long range beams w/thermal vent in the medium's and three overcharged MC's in the large, one with corrosive.

DPS is great, but it's the defense that let's me down. Bi-weaves are great if you can leave 3 or 4 pips in them, but that's not practical for sustained heavy combat against multiple Dangerous+ opponents. Thinking about switching to A-rated or getting Prismatics.

But the Krait is just overall awesome and I know I can get more improvements out of her.

And there lies the fine balance of mods & exp effects. What engineering have you got on you bi-weave?
 
@OP... You're weapon choices are interesting, but not really set up for easy use given the different fire rates, range effectiveness, and trigger use.

Also, as mentioned, you need to upgrade certain core modules - that Krait is slow, and speed is one of the MKII premier features.

We all have different fighting styles, but you seem to be trying to make your Krait a shield tank, and there are better ships for that. Imo, the Krait is better suited to a balanced shield/hull/speed, so a smaller fast charge shield works very well.

Here is a baseline PvE Krait that can be quickly modded for CZs, bounty hunting, piracy, mat collecting, and alpha strikes: https://s.orbis.zone/c0-h

CZs & Bounty Hunting: Add C6 fighter Bay and three more G5 HD HRPs.

Piracy: Add C6 cargo rack, C3 hatch breaker, C3 collector limpet, C4 SCB (sometimes collecting means getting shot while moving slowly).

Mat Collecting: Add C6 cargo rack, C3 collector limpet, C4 SRV hangar, C3 fuel scoop (yes, it's small, but the Krait has decent range), swap FSDi for DSS.

Alpha Strike: Add C6 fighter hanger, three more G5 HD HRPs, and swap weapons for 5x Frag Cannons (G5 Overcharged, 3x incendiary, 1x Corrosive, 1x drag).


Note: The Beam/MC is not a face-tank or long-range weapon setup. I prefer to use the Krait's speed & boost to close range flank & orbit, so the Beam drop-off is not an issue, and I don't mind running hot (three OC multicannons heats up nicely!).
 
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Just a few notes:
Shield tank builds in PVE are safest from my experience. Well, they are universally good, considering how balance is tilted nowadays, and Krait can make a pretty good shield tank.

With MC/Frag + Rails combo you virtually counter any possible build NPC ships can have, with only tradoff - Frags having more damage > less ammo and MCs being other way around.

A lot of people combine Beams with MCs and I really don't get it... Even unengineered it's rather sub-optimal, and if you do have engineering, they are mutually exclusive. MC/Frags can already do thermal, beams just castrate your DPS without giving you any extra utility.

And, as others already mentioned, I'd go with 2 systems tops. With only 2 available systems in one firegroup, it would be too much swapping around. Kinda pointless, especially for PVE.
 
lot of people combine Beams with MCs and I really don't get it... Even unengineered it's rather sub-optimal, and if you do have engineering, they are mutually exclusive. MC/Frags can already do thermal, beams just castrate your DPS without giving you any extra utility.

Actually, it's the MOST optimal combination for CZs and non-mission BH. Two G5 large beams can strip the shield off of pretty much any NPC ship quite quickly - without using a single round of ammunition. Combined with one Corrosive weapon, they continue to do damage vs Hull - without using a single round of ammunition.

I often use nothing but the beams to finish off CZ enemies while scrolling through looking for the next target. I can easily rip through a med/high CZ in 12-14 minutes without running out of ammo, and can often get through two low CZs without running out of ammo. Can you do that with Frags? Can you do sustained BH with Frags?
 
Actually, it's the MOST optimal combination for CZs and non-mission BH. Two G5 large beams can strip the shield off of pretty much any NPC ship quite quickly - without using a single round of ammunition. Combined with one Corrosive weapon, they continue to do damage vs Hull - without using a single round of ammunition.

I often use nothing but the beams to finish off CZ enemies while scrolling through looking for the next target. I can easily rip through a med/high CZ in 12-14 minutes without running out of ammo, and can often get through two low CZs without running out of ammo. Can you do that with Frags? Can you do sustained BH with Frags?
Actually, you have a point. I didn't account for the sustainability in combat, because CZ gets won/lost, and I can't bear more than 3 in one session, so that loadout can keep me going exactly for 2 High + 1 Low + synth more if I really need it. And in RES sites I usually get very bored by the time my ammo runs out. ;)
 
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