Ships Focusing on combat for first time in Krait II - thoughts on weapons & engineering

I went old school. She works really well for me. The long range tags them and draws them to me. The beams take out the shields, and the multi + beams finishes them off. (PvE)

Looks like a PvP build for most parts, but it's about the same I use too. Don't know if Scramble Spectrum really works with NPCs, IIRC those are immune to some of the effects.

Btw, just replaced the Pacifiers with MCs as I could never really get along with them, for PvE that's overkill and otherwise I prefer the standard frags with OC, but that's just my taste.

O7,
🙃
 
I'm PVE only for combat at least.
You've given me plenty of different options to experiment with there, and I never realised there was an engineering mod to speed up PA flight time. I might have to try them again.
I've got C6 BiWeave reinforced fast charge and then balanced out thermal resistances to a reasonable level with the shield booster engineering. And a shield cell bank plus hull and module reinforcements. Guardian modules are out of range for now - I've just got the FSD booster in a Phantom explorer but its not needed in the Krait II
I need promotion to Expert combat rank before Colonia engineers will deal with me for Armour Engineering, but I'm planning to stick around in Colonia long enough to do that. If I was in the bubble, it would be laser engineering I don't have the combat rank for.
Fuel is no problem here - rarely need to do more than one or two jumps to get to/from a battle ground so plasma slugs are more than viable. I don't even fit a fuel scoop here.
Cool - I run BiWeavea with Reinforced on my FAS - only way to get respectable level of MJs!

IIRC, Long Range on PAs also increases shot speed but at G2 (which is all I have access to), Focused made more of a difference.
 
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We often debate the design decisions that Frontier made with Elite. But one area they got it nearly spot on is weapons. You can tell because every commander has a different favorite. So many viable choices and combinations it makes your head spin. But the fact that each answer is different suggests they really nailed it. That's my take anyway.

Despite the massive trove of options, I'm a beams and multicannons man myself. Part of this is effectiveness, it really is a nice combo, able to deal with all situations and target types. But a sometimes-overlooked reason is the relatively low power and heat footprint of such an arrangement. There's no free lunch, as they say, and this has a carry-over effect throughout the build.

This is my combat Krait II. It's one of several in my fleet, but this is the one I use for dedicated combat, though all are armed in the same way regardless of role.

Poison Whiskey

When I build my ships I prioritize low mass, high speed, cool-running, good jump and shields. Firepower and integrity, while important of course, are lower on the list.

In this ship I use two large beams, both efficient thermal vent. I claim the cooling effect of beams striking the target acts as a cloaking device in the same way heatsinks do. Not sure it works this way frankly, but I believe it. If so, this increases your ship's survivability in the moment when it is most vulnerable, when saddled up on your prey.

The other three hardpoints are all overcharged multicannons, with corrosive on the large centerline and autoloader on the outboard mediums. Autoloader is a fantastic mod, underrated in my opinion. Folks tend to focus on DPS, when DPM is more important in my view, and autoloader is a DPM star.

All are gimballed as I prefer it. To be able to continue to give the bad guy the good news regardless of maneuver, attitude or orientation is very valuable, not to mention how it handles shot speed disparity between dissimilar mounted weaponry. I also use fixed weapons and like them too, my Chieftain for example is all fixed rails and beams. Lots of fun and effective. Fixed weapons though are only effective in lead pursuit against a maneuvering target, whereas gimbals are effective in all three pursuit phases. Fixed weapons are overrated in the community, but it's only my take.

The role of this Krait is what I call Combat Sweeper. It's intended to mix it up in combat spaces like CNBs and RES sites, with limpets to collect (sweep) up the mats left behind.
 
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We often debate the design decisions that Frontier made with Elite. But one area they got it nearly spot on is weapons. You can tell because every commander has a different favorite. So many viable choices and combinations it makes your head spin. But the fact that each answer is different suggests they really nailed it. That's my take anyway.

Despite the massive trove of options, I'm a beams and muticannons man myself. Part of this is effectiveness, it really is a nice combo, able to deal with all situations and target types. But a sometimes-overlooked reason is the relatively low power and heat footprint of such an arrangement. There's no free lunch, as they say, and this has a carry-over effect throughout the build.

This is my combat Krait II. It's one of several in my fleet, but this is the one I use for dedicated combat, though all are armed in the same way regardless of role.

Poison Whiskey

When I build my ships I prioritize low mass, high speed, cool-running, good jump and shields. Firepower and integrity, while important of course, are lower on the list.

In this ship I use two large beams, both efficient thermal vent. I claim the cooling effect of beams striking the target acts as a cloaking device in the same way heatsinks do. Not sure it works this way frankly, but I believe it. If so, this increases your ship's survivability in the moment when it is most vulnerable, when saddled up on your prey.

The other three hardpoints are all overcharged multicannons, with corrosive on the large centerline and autoloader on the outboard mediums. Autoloader is a fantastic mod, underrated in my opinion. Folks tend to focus on DPS, when DPM is more important in my view, and autoloader is a DPM star.

All are gimballed as I prefer it. To be able to continue to give the bad guy the good news regardless of maneuver, attitude or orientation is very valuable, not to mention how it handles shot speed disparity between mounted weaponry. I also use fixed weapons and like them too, my Chieftain for example is all fixed rails and beams. Lots of fun and effective. Fixed weapons though are only effective in lead pursuit against a maneuvering target, whereas gimbals are effective in all three pursuit phases. Fixed weapons are overrated in the community, but it's only my take.

The role of this Krait is what I call Combat Sweeper. It's intended to mix it up in combat spaces like CNBs and RES sites, with limpets to collect (sweep) up the mats left behind.
That is fairly close to the load out I have now, except I have long range burst lasers instead of efficient beam thermal vent. My top middle MC is overcharged and autoloader - realistically deals more damage for the duration of the battle regardless of any on paper figures. Only down side is it runs out of ammo quicker than anything else.
One medium is overcharged corrosive and the other could have been autoloader, but I went with oversized so it used ammo at the same rate as the partner corrosive MC.
I always carry a class 3 collector limpet controller and 8 to 16 limpets depending on spare cargo capacity on any ship that might get into a fight to "sweep" up the mats. I've done as much "High Grade Signal" hunting as I ever want to - only as a last resort now.
 
I can't stand out of synch magazines, which you get when using multicannons with dissimilar engineering. Autoloaders don't have this problem. But as I said when I opened my last post, just about any combination is viable and it really comes down to commander preference.
 
Unless you are physically incapable of improving because of a disability or other limiting factor, many of the issues you are having come from your inexperience, and will go away with practice.

Pips are important, you need to get a feel of when and where to move them. 2-2-2 pips will limit you greatly.
 
I thought efficient/thermal vent cancelled each other out to an extent?
I run 2 medium beams & 3 large frag cannons:
Black Anima

I tried Imperial Hammers and Pacifiers, but found hitting stuff smaller than me didn't end well. This build I wouldn't dare send into a CZ, but as an armed trader which fits into places a Cutter wouldn't, and a nasty surprise for would-be interdictors, it suits my needs very well.
 
We often debate the design decisions that Frontier made with Elite. But one area they got it nearly spot on is weapons. You can tell because every commander has a different favorite. So many viable choices and combinations it makes your head spin. But the fact that each answer is different suggests they really nailed it. That's my take anyway.

Despite the massive trove of options, I'm a beams and muticannons man myself. Part of this is effectiveness, it really is a nice combo, able to deal with all situations and target types. But a sometimes-overlooked reason is the relatively low power and heat footprint of such an arrangement. There's no free lunch, as they say, and this has a carry-over effect throughout the build.

This is my combat Krait II. It's one of several in my fleet, but this is the one I use for dedicated combat, though all are armed in the same way regardless of role.

Poison Whiskey

When I build my ships I prioritize low mass, high speed, cool-running, good jump and shields. Firepower and integrity, while important of course, are lower on the list.

In this ship I use two large beams, both efficient thermal vent. I claim the cooling effect of beams striking the target acts as a cloaking device in the same way heatsinks do. Not sure it works this way frankly, but I believe it. If so, this increases your ship's survivability in the moment when it is most vulnerable, when saddled up on your prey.

The other three hardpoints are all overcharged multicannons, with corrosive on the large centerline and autoloader on the outboard mediums. Autoloader is a fantastic mod, underrated in my opinion. Folks tend to focus on DPS, when DPM is more important in my view, and autoloader is a DPM star.

All are gimballed as I prefer it. To be able to continue to give the bad guy the good news regardless of maneuver, attitude or orientation is very valuable, not to mention how it handles shot speed disparity between dissimilar mounted weaponry. I also use fixed weapons and like them too, my Chieftain for example is all fixed rails and beams. Lots of fun and effective. Fixed weapons though are only effective in lead pursuit against a maneuvering target, whereas gimbals are effective in all three pursuit phases. Fixed weapons are overrated in the community, but it's only my take.

The role of this Krait is what I call Combat Sweeper. It's intended to mix it up in combat spaces like CNBs and RES sites, with limpets to collect (sweep) up the mats left behind.
Mind posting your chieftain? This is mine.
 
Mind posting your chieftain? This is mine.

Sure thing mate.

Beams and Rails Chieftain

I enjoy comparing builds, and you have a nice Chief mate. Mine's a little lighter and faster, and jumps way farther haha. Better shields. Yours has much better integrity and faster recovery/recharge. Both have good resistances. You've got a lot more meat on the bones. Thanks for posting it.
 
Do you have a Fleet Carrier to take your Chief to the fight?
Obviously not jumping to other systems itself with the 2D FSD.
I replace the 2d with a 5a and then ship the 2d to the station when I get there. I was a skeptic when I first saw the build, but I was impressed when I built her and started flying\fighting her. I suck with fixed, but the Chieftain is a very maneuverable ship. The speed of the shots makes landing them easier. I'm PvE, so the DPS hit from the plasma slugs isn't noticeable. I use her for CZs and HIRez.

The Fleet Carrier would work the best, but I haven't bought one yet.
 
Sure thing mate.

Beams and Rails Chieftain

I enjoy comparing builds, and you have a nice Chief mate. Mine's a little lighter and faster, and jumps way farther haha. Better shields. Yours has much better integrity and faster recovery/recharge. Both have good resistances. You've got a lot more meat on the bones. Thanks for posting it.
Wow, 381 cruising speed 07. You built a speeding bullet. I'm impressed. Do you FA off?

I tend to build bricks. Sometimes I run into things when I don't mean to shrug
 
Wow, 381 cruising speed 07. You built a speeding bullet. I'm impressed. Do you FA off?

I tend to build bricks. Sometimes I run into things when I don't mean to shrug

It's funny because I am a devoted speed and shield tank commander. The Chieftain is really not either of those things. But it's a cool ship with a neat hardpoint arrangement and when I decided I wanted a railship I thought what better candidate than a Chieftain? So I built it, but still tried to keep true to my roots haha. Speed is life as I am fond of saying.

I fly mixed FA off as the situation calls for yes. With rails it's a nice advantage sometimes
 
It's funny because I am a devoted speed and shield tank commander. The Chieftain is really not either of those things. But it's a cool ship with a neat hardpoint arrangement and when I decided I wanted a railship I thought what better candidate than a Chieftain? So I built it, but still tried to keep true to my roots haha. Speed is life as I am fond of saying.

I fly mixed FA off as the situation calls for yes. With rails it's a nice advantage sometimes
Your maneuverability is incredible as well. Deeply impressed.
 
Thanks and yes that's one of the nice tradeoffs to keeping the mass low. I always advise others to skip armour, in PvE anyway. I think most don't believe this is the way to go (judging by the builds I see). But that maneuverability is down to the lower mass since we are all using the same thruster engineering.

Actually I just had a look at the movement profiles and mine is only marginally more maneuverable than yours. So little in fact I doubt I'd notice the difference in flight. My Chief is 96t lighter, all of that due to your reactive composite. I make some of that difference back by having A rated life support. This is my only ship in the fleet with A rated life support, and I did it as a failsafe against flying what amounts to a hull tank, even if the shields are decent. I wasn't certain I could keep the shields up and once those go down the canopy is vulnerable, so the life support is a back up plan so to speak. Now that I've flown it a lot I could probably downgrade that module and shed some mass.
 
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