Krait Krait II, or Three

A few days ago I bought a Krait Phantom, with the idea of outfitting it to be a fast express and armed merchant cruiser, to replace the venerable Python I had just sold. To run VIP and bulk transport missions and boom time deliveries. High speed, good jump, nice view. I bought and built it but it soon became apparent the optional slot arrangement is less than ideal. Bigger is better as it puts more butts in seats or carries more cargo. My ships need to have good shields, high speed and jump. The Phantom is perfect in those respects, but the optional slots don't allow a good cabin arrangement, while still having good shields. In the Phantom, you either need to go class 3 shields, which are too weak in my view, or class 5, which eats one of the valuable cabin/cargo slots.

So I bought a third Krait II. There are a lot of great ships in Elite, but for me the Krait II is the best of the bunch. It is just such a perfect blend of interior space, speed, agility, visibility, shields and firepower. It uses the same core slots as the Phantom, so I could have swapped them and sold the Phantom, but I'm going to hold on to it for a while and maybe turn it in to an explorer. I still want to get first-discovery on the rarest star types, and am motivated to head back out there. I could just use the DBX again, but it might be fun to build a more scientific exploration vessel and that's what I have in mind now for the Phantom, taking advantage of it's good jump and generous optional slots.

The Krait II is much better suited to the fast express role because of two tiny optional slot differences. The Krait II replaces one of the Phantom's class 5 slots with class 6. And one class 3 slot with class 4. Such a small difference, but the effect on the suitability for these roles is huge. I can now use class 4 shields, which gives me proper shields, which in turn frees one class 5 slot for the role, and another is raised from 5 to 6. In this trim, it carries 192t of cargo, putting it in the Python's class. The Python can carry more, but boom time deliveries are never 200t+ so this build can run the best ones. I can then swap all racks for business class cabins and it seats 52 passengers. There are a lot of transport missions requiring 45 business class seats, and these pay well. So in the end I think it is ideally suited for the intended roles.

It's a little slower than the Phantom, but with Dirty Drags it's still really fast. I named the new ship Parabellum and armed it. My plan is to submit and engage any interdictors, and she has my standard efficient beams and overcharged MCs, with auto-loader on the mediums and corrosive on the large. I would usually go thermal vent on the beams, but here the only combat this ship will see is one v one really, so thermal vent isn't really needed. I'll kick around which experimental to apply to the beams.

It's just the sort of Python replacement I needed. A ship like a Python, but faster, with better jump and visibility. It can still do all of the missions I used the Python for, but for pure bulk hauling it would come short. But that's something I don't do so it won't be missed and I feel like I improved everything I didn't like about that ship. So I have three Krait IIs now, one a dedicated miner, one a combat sweeper and HGE-Hunter, and one an armed merchant cruiser and rumble bus.

Here is the new Krait in rumble bus trim (55 Business Class seats). This ship is fast, with good jump and 900 mj and integrity along with reasonable shield resistances. Fully loaded with cargo or passenger cabins drops the performance, but it's still way better than the Python was. No scoop, but the missions the ship will run are usually one hop anyway.

Parabellum

Poison Whiskey, which I call a combat sweeper and HGE-Hunter. It's role is mat gathering, prowling CNBs and RES, and investigating HGEs to limpet the goods. This is the ship I fly most often. Build shown here is latest, having switched the scoop to 6A, added GSR and switched to bi-weaves

Poison Whiskey

The final Krait, Twin Reverb, is a dedicated core miner, though I have used it a few times for strip mining. Core mining's what I enjoy though. Just 128t of cargo, which is plenty for me, and as with all of my ships I prioritized speed and jump to make flying to far-flung sell stations less painful plus a class 5 scoop and armed it to turn tables on interdictors. Point defense to ward off hatchbreakers. I have two minimum requirements for a ship to be part of my fleet. One, it must jump at least 30 light years, and two, it must boost at least 500 m/s. The FDL and Vulture just edge the jump requirements, and the DBX just edges the speed.

Twin Reverb

The Kraits though easily meet all requirements. One of my PG mates has four Krait IIs and I used to needle him about it, but the man is a visionary. I have three now and won't rule out another. For me, it's Elite's best ship.
 
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I love my Krait mk2 ('The Montsegur').

I use it to laser mine (96t of cargo space - I can't mine for long cus its boring), any delivery/collection missions that my cargo capacity allows and to, like you, take limpets into HGE's. It also has a wake scanner and I put in the SRV bay when needed so its my all round mat gatherer. Its also armed and can handle most NPCs. Very versatile
 
First, thanks for actually looking :)


  • why the free c1 slot on Parabellum?
Good catch. I recently swapped out the class one collector I was using for the class 3 and haven't put anything in that C1 slot yet. Thanks for the reminder.

Edit: I'm confusing myself, I have too many Kraits lol. That's not true. It's for a DSS but I hadn't installed it yet when I grabbed the Coriolis build.

thermal spread on the PP missing on Parabellum?

Needs a visit to the engineer, but yes that's the plan

no engineering on the distro on twin reverb?

This has been done, charge enhanced with super conduits. I pulled the build link from a different site where I hang out and it's not up to date I see. Good catch.

lso why has the ship with the most valuable cargo the worst shield & hull stats?

You mean the miner? Yeah true, but it's plenty good enough for PVE and it doesn't see much combat, just one v ones when interdicted. It lacks mj because of the pulse wave and the point defense mounted to ward off hatchbreakers. A couple of boosters would round the shields out but I need six utilities for that.
 
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Yeah, good shout, but I don't use heavy-duty As. Too heavy, draw more distributor. Most of my friends use them, but none of my ships do. I like the combo I'm using, heavy-duty Es and resistance As. It trades a little raw mj protection for a little speed, jump and lower power footprint. The difference is minor, switching to heavy-duty As would drop boost about 5 m/s which isn't much and maybe drop the jump one light year on these Kraits. My ships tend to lean toward being light, fast and good jump at the cost of firepower and integrity. At least that's what I see when I compare to other posted builds and the ships in our PG. Matter of fact I'm considering removing the military grade on Poison Whiskey. It's really not needed, I just put in on there when I bought my first Krait. It would be a minor boost and there's no refund and all those mats gone too. But it's nagging at me since it could be a little faster :)
 
Sinisalo, I saw you post a little while back the Whisky CS. I was wanting to copy that, sorta. I want to keep my SLF, I think, for now. I'm really enjoying it now that I've got the pilot up to master. So thanks for sharing.

What I was wondering, I'm remembering back when I originally played before engineering, I used to love beam lasers (this is why I like your build), I loved how I could 100-0 some ships in a second or two.

While looking at what mat's I have, I was thinking about maybe doing a Weapon Focused power distributor, and instead of efficient beams, go with the 70% increased beam damage modification. Have you tried this at all? I have this picture in my head of my beams just killing any NPC shields in 1-3 seconds, possibly draining my power distributor, and then finishing them with the 3 multi cannons.

Right now I mostly do my PVE as undermining every week, and some bounty hunting
 
I was thinking about maybe doing a Weapon Focused power distributor, and instead of efficient beams, go with the 70% increased beam damage modification. Have you tried this at all?

Hey mate, thanks. No I have not used weapon focused on any of my builds. Most of my ships use a combination of overcharged autoloader multicannons and efficient thermal vent beams. It's effective, yes, but the beauty really is in the power footprint of this arrangement. Efficient is a great mod for beams, bringing the power draw way down (-48% at G5, plus a similar reduction in distributor draw). So with this combo I find charged enhanced distributor with super conduits is more than sufficient. You see the TTD displayed on the Coriolis links, that's 'time to drain' for the WEP capacitor at four pips. It's at 2+ minutes which is plenty in my view. More is better, and allows longer continuous fire with different pips.

I won't talk you out of weapon focused, but I would say it may not be necessary and you'll pay for it with shields and boosting ability. But that's what ship building is all about. With beams other than efficient though (like you want to do) it may be just the ticket. Run it through Coriolis and see how the beams you want to use work with various PD mods and the resulting TTD.
 
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Well, you could, but why? :)

For what it's worth I came thisclose to buying Krait II, number four, yesterday to make a scout hunter out of it. In the end I repurposed Poison Whiskey and that worked great. But number four probably isn't far away. Does it ever end?
 
Alyssa, you must have them refined for specific roles to have that many, no? I'm curious what the roles are, and particularly for the Phantoms. I have the one Phantom as mentioned in the OP, and I plan to make a scientific explorer out of it. But I struggled to come up with other roles it is well suited for.
 
Hey mate, thanks. No I have not used weapon focused on any of my builds. Most of my ships use a combination of overcharged autoloader multicannons and efficient thermal vent beams. It's effective, yes, but the beauty really is in the power footprint of this arrangement. Efficient is a great mod for beams, bringing the power draw way down (-48% at G5, plus a similar reduction in distributor draw). So with this combo I find charged enhanced distributor with super conduits is more than sufficient. You see the TTD displayed on the Coriolis links, that's 'time to drain' for the WEP capacitor at four pips. It's at 2+ minutes which is plenty in my view. More is better, and allows longer continuous fire with different pips.

I won't talk you out of weapon focused, but I would say it may not be necessary and you'll pay for it with shields and boosting ability. But that's what ship building is all about. With beams other than efficient though (like you want to do) it may be just the ticket. Run it through Coriolis and see how the beams you want to use work with various PD mods and the resulting TTD.
i think maybe i'll stick with what you've done for now, i'm struggling with materials so it's not like if i hated something i would be able to just change it out at a whim. thanks for your insights!
 
I don't think you can go wrong following these engineering paths, but of course I chose them! haha, but I don't claim optimal, just what works for me and appeals to me. I like light, fast, jump, low power and cooler running ships. I only fly shield tanks, no hull tanks in the fleet. My choices tend to reflect that, but there are so many routes or paths. Elite ship building is good stuff, I like the choices and struggling with the opportunity cost of this option over that. Coriolis and or EDSY are vital tools, to theory craft your builds before spending the mats. Mats of course are Elite's true currency and any ways you can find to spend them efficiently is going to pay off in the long run.
 
I had a Python for ages, but basically only flew it if I wanted to do a delivery mission to an outpost. It worked fine, but it always felt functional and dull to me.

I sold it about a month ago and bought a MkII, which I've named Ghostrider after the AC-130J gunship. I'm building it to be fast, tough, well-armed and basically the quintessential multi-purpose ship. Most importantly though, I'm enjoying flying it and building it way more than I ever did my Python.

Of course it's all subjective, but there's just something intangible about the MkII that works for me and how I play. The coffee maker is a nice touch too, although as a Brit I've engineered mine (with Broo Tarquin, obvs) to produce tea instead.
 
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Ive also got 3 and a phantom having got my first after the Cobra made my first 80m

Just begun with Engineers so have bookmarked this thread for ref

Its great that the FSD is 5A for all and the DBX
 
Alyssa, you must have them refined for specific roles to have that many, no? I'm curious what the roles are, and particularly for the Phantoms. I have the one Phantom as mentioned in the OP, and I plan to make a scientific explorer out of it. But I struggled to come up with other roles it is well suited for.
3 of the Phantoms are explorers(69, 66, 64Ly jump range), one of them are for core mining, andt the last one is my main ship in the bubble with able to survive in Open. Also have 45Ly jump range, and can kill Elite Anacondas if need. It is a light mission runner with 32t cargo space.
 
Interesting, three exploration Phantoms. I hadn't expected that :) If you ever post them up I'd be interested in seeing the specific outfitting for each.

Yeah, I think scientific exploration vessel is the role for which the Phantom is best suited in my fleet. Not sure what that means really, but big SRV hangar to give it street cred and research limpets to pass the initiation exam. They DO NOT ask what they are for, do they?

This further illustrates how awesome the Krait II is, because with that ship I have the opposite problem, what can't it do?
 
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