Newcomer / Intro Help on power plant build for Krait MK2

Hi, need some views.

I settled on using a Krait2 for my general fly around ship and with my current loadout, a 7A power plant seems excessive with engineering.

To save weight, an engineered 6A works but what are the pros/cons of :

6A G5 Armored Stripped (wake scanner needs manual toggling)
vs
6A G3 Overcharged Thermal Spread

I like the built in heat efficiency and strong integrity of armored and having a G3 seems like a waste of 2 levels of engineering. But does the extra 100pts+ of integrity from armored come in useful since I dont do PvP?

This is the build :


BTW, there really is no advantage of going 7A if I dont need the power right?
 
Nope
and
Nope

But having a more efficient PP is better for basically anything
With the PP it is recommended to have the PP that gives you the power you need with the best efficiency, while still considering other factors that might matter, namely weight and cost (and rebuy cost)

However, what kills your build is the A rated wake scanner. Replace it with a B size - it is good enough.
And if you can engineer that wake scanner - just use a D rated and engineer it for long range - a D rated engineered with G4 long range has 4.9km range.
 
If you're only asking about the power plant, I'd go for the armored/thermal spread. Those 3 tons aren't going to make any difference.

If you're asking about the whole build, I'd start with ditching the docking computer and flight assist and slap in a thermal resist hull reinforcement and a Guardian module reinforcement.
Next would be ditching the fuel scoop - if you need to scoop in a Krait, that size 3 scoop isn't going to make you happy either.
Next on the line would be the life support - go for A-rated, perhaps lightweight.
Oh - and what is that prospector limpet controller doing in there? Without mining tools, a refinery and some collector limpets, that's just dead weight. In fact, a collector controller instead would at least help you in collect the remains of your enemies.
Since you decided to go beam laser, you need that power distributor. With kinetics, you could ramp that one down a notch and still put a Guardian shield reinforcement in there instead of the FSD booster, swapping them out whenever you think you want to switch between local operations or roaming further out.
 
Follow Northpins advise on that wake scanner. I use a C with long range on my builds.
Also for power management adjust your priorities;
Guardian booster= 3
FSD= 3
Fuel scoop=3
Advanced Docking computer=3
Supercruse Assist= 3
Now when you deploy weps you'll actually keep those beams firing for awhile.
 
I have to agree with Ashnak, a size 3 scoop on a krait, well you might as well use a bucket and spade. Also do not throw out D rated engineered modules..they are lighter and still usually better than an unengineered A rated module.
 
My general procedure:

use Coriolis and you are pretty much done

if you want to do it manually, first temporarily fit a guardian PP. this will work roughly like a heavier, hotter G4 overcharged PP. then tweak your build till you are done with it. After satisfied, determine if an armored PP will provide enough power. If so, use that, usually with thermal spread experimental. If not, go with overcharged to the minimum grade that provides enough power. More than that just makes more heat. Use thermal spread or monstered if you still need more power at G5. CoughVulture
 
Hi, need some views.

I settled on using a Krait2 for my general fly around ship and with my current loadout, a 7A power plant seems excessive with engineering.

To save weight, an engineered 6A works but what are the pros/cons of :

6A G5 Armored Stripped (wake scanner needs manual toggling)
vs
6A G3 Overcharged Thermal Spread

I like the built in heat efficiency and strong integrity of armored and having a G3 seems like a waste of 2 levels of engineering. But does the extra 100pts+ of integrity from armored come in useful since I dont do PvP?

This is the build :


BTW, there really is no advantage of going 7A if I dont need the power right?
Well I just set the power priorities as I have mine and the armoured doesn't work, overcharged works.

But I would probably go for the 7A it costs less than a light year on the jump range and you can give it G1 armoured and stripped down for more protection and enough power for everything currently on your ship.

You always need the power, if only to keep more things working when the power plant gets severely damaged.
 
Thank you everyone for the inputs.

1. It should be a collector controller. I put in the prospector in the program by mistake.

2. The wake scanner, yeah its kinda energy hog and I have it there cos I have this OCD about scanning everything (am quite new and fresh out of grab all engineering mats mode) when I leave a busy station but I dont really need the data anymore (got enough to G5 3 ships with everything i think). Will ditch it for maybe an extra resistance booster? Not too keen on kill warrant since I dont need the credits from bounties.

3. Fuel scoop I recognise is not necessary. Was there as an afterthought since I was going for lightweight and had empty space and it was weightless. So the advice is to replace it with a Module Reinforcement? Which engineering mods are recommended for module reinforcement?

4. Need to unlock the engineers for the utilities. Just engineer the D rated?

5. So for the PP, armored thermal 6A should be ok? Dont need the 7A since it puts me way over 100%? I dont really care about rebuy costs since I dont PvP and very low chance of blowing up and heck, credits are easy in the game. If it cost 500m credits for an A+ part that is 0.5 tons lighter than an A I would buy that!
 
2. I like to put point defense on utilities for cargo carrying ships. Two of them next to the hatch, and NPC hatch breakers don't stand a chance.
4. Depends on which ones. I usually get the largest scanner my power plant can support, then engineer for fast scan if available.
5. Having a larger power plant only makes a little bit of sense when you plan on having to run with a severly damaged PP - and then, you'll need to oversize by a lot. A damaged PP can (will) drop to IIRC 40% power sporadically, so if you want to go for this, you'll need to set up your ship so that you can run all essential systems (again your choice what you consider "essential") with the reduced power. I usually don't bother - if my shields go down, I run (theoretically...), and in a lot of my ships, the thrusters alone draw 40% or more of the available power.
 
Power is all about what you need and nothing more. A rated runs cooler and is more efficient. But you are playing with your build and so far doing quite well with a 6A. Note a 7A drops your jump range by a measly 0.70 LY. When you get more advanced weapons you are going to need it.

Figuring the build is combat related plus. Given your weapons I'd go with super conduits on your power distributor. I'd go with boosters as in heavy duty, resistance augmented and thermal resistant all with super capacitors. Add deep plating on the 4D hull reinforcement. Change the 3A prospector limpet controller (why is it even there} to a Guardian module reinforcement package. After playing with the eye candy 1E supercruise assist put in something useful like a 2G planetary vehicle hanger and an SRV. I'd go fast scan on the frame shift wake scanner. Also 4A life support and 6A sensors going monstered on your 6A power plant to support them. It adds a little mass and no heat but you already have a great jump range.

If you are going to Guardian sites store the frame shift wake scanner and add a pointe defense on top of your ship. Park close and it I is very useful taking out Guardian sentry missiles fired at you while running around in an SRV. Given combat experience or lack of it I would make changes on the weapons but you will have to figure that out. You will need a power plant to play with them. To each his own.

Here is my build but I play totally different than you or others. I change out the interdictor to SRVs and wake scanner to pointe defense per current game play. The beauty of a Krait Mk II is change hardware for what you are going to do next. Combat requires different load outs depending upon who you are going up against. There is no one perfect build only understanding the current build that you need. Learn that and any ship that you fly becomes a lot more useful. Otherwise we are just comparing apples to oranges.

Regards
guardian.jpg
 
Last edited:
Back
Top Bottom