Krait II PvE Build Advice

I just use A rated long range :D

Love targeting stuff over 12k away. Too hard to go back on that now.
I totally agree.
It’s actually surprising how many expensive Anaconda and fdl’s can simply slip out of a HiRES unnoticed when you have poor scanners. An upgraded scanner can really maximise you’re fun/credits/materials per session. For a long time I D rated mine and didn’t consider them important, definitely missed out on a lot...
It’s less important for cz, but for BH I love them...
 
I totally agree.
It’s actually surprising how many expensive Anaconda and fdl’s can simply slip out of a HiRES unnoticed when you have poor scanners. An upgraded scanner can really maximise you’re fun/credits/materials per session. For a long time I D rated mine and didn’t consider them important, definitely missed out on a lot...
It’s less important for cz, but for BH I love them...

Only thing is the weight, and what that does to your speed and jump-range.

Oddly enough, I reckon the ships that benefit most from LR sensors are the ones that, erm, don't have much else going for them.
For example, I'd always put G5 LR sensors on a T9.
It's already a slug so the extra weight isn't going to matter and the extra sensor range might help keep you unexploded.
 
I say gimble because you say you don't want to need to aim but bear in mind that'll mean zero dps if your opponent uses chaff. That's why I went with fixed.

It's probably worth mentioning that if you deselect your target gimballed weapons behave like fixed weapons. (y) I like having the option. Don't hit the security forces though!

o7
 
First of all, thank you so much everybody for the input, this forum is the best! Definitely gave me something to think about.

Yes, as I mentioned, the wake scanner is just there temporarily because it was literally the only thing of Juri's that I could find any use for in the future, and I hate to waste mats just to unlock the next ones (even though now I'm a bit baffled as to why I even bothered with the invites from Bris and the Sarge but, hey, completionist! ;) ). I was going to put the PD back in there, but now, based on all y'all's input, I'm seriously considering putting in a third SB instead, I just always thought of the PD as a "must have" because missiles terrify me ;).

Also, point well taken on the engineering of SBs. RA gives you the same effective shield increase, but without the increase in regen time, hadn't thought of that. o7, CMDRs, good point!

The 6D sensor is a relic from my early days, I can certainly see the utility of a 6A long range instead in a combat build, another one for the "to do" list.

As for the fancy hull, it's really not that much heavier since I G5'd in on lightweight specifically for that reason, and I do like having enough time to safely run for the hills if the shields go poof. Also, it was hideously expensive to buy and engineer (not that credits are an issue at this point of ED's life cycle, but mats are), so that's why it's on there. I need a buffer at this point in time. Future me as I continue improving probably won't need it.

Now weapons. I really can't wait to be able to throw my gimbal crutches away, and I'm working on it, specifically by deliberately trying to aim the gimbals as if they were fixed. As soon as I feel confident, they're all getting swapped for fixed. More DPS, more weapon choices and laughing at chaff. What's not to love? For now, the comments on frags have given me quite a bit to think about. Prolly dangerous in CZs, I already get into trouble due to "friendly" fire often enough with my current build, but with a bit more trigger discipline on my part, it's certainly food for thought.

Finally:
Your hull is a bit weak against spec ops phasing
You have nothing to counter chaff
Is there really any counter to those dreaded spec ops types (other than avoiding them like the plague, I mean)? ;) On the other hand, all occasions where I failed to read my surroundings properly before charging into one of them (meaning their buddies weren't busy elsewhere), have led straight to the rebuy screen. A wing of those guys are terrifying to face on your own! Still, never hurts to be humbled a bit when I get cocky and think I can handle anything. Rebuy for the Rebuy God and all that :D

Other than fixed weapons, does anything counter chaff? Is that what emissive is for?

Thanks again, everybody, most appreciated!
 
It's probably worth mentioning that if you deselect your target gimballed weapons behave like fixed weapons.
I really wish that "deselect target" was a bindable function. If it is already, I admit to being an idgit, just please point me to it :)
 
Is there really any counter to those dreaded spec ops types (other than avoiding them like the plague, I mean)? ;) On the other hand, all occasions where I failed to read my surroundings properly before charging into one of them (meaning their buddies weren't busy elsewhere), have led straight to the rebuy screen. A wing of those guys are terrifying to face on your own! Still, never hurts to be humbled a bit when I get cocky and think I can handle anything. Rebuy for the Rebuy God and all that :D

Other than fixed weapons, does anything counter chaff? Is that what emissive is for?

Thanks again, everybody, most appreciated!
I generally fly Corvettes in CZ so I just wade through the focus fire from spec ops and blow them up one after another.
Sometimes I need to fire my SCBs. If you fly smaller ships you're less prone to getting into spec ops focus.
Draw them out then and finish them solo (not the mode :LOL:).

Chaff has no real counter except fixed weapons. Gimbals are generally fine, especially vs NPCs because their time-on-target is very high,
so high kill rates. But if the enemy is chaffing, your gimbals are worthless for some seconds. Deselecting the target works, but can easily lead to friendly fire incidents. I try to have some rails on every CZ ship, usually long range to draw enemies to you and feedback cascade to counter those pesky
banking Pythons and Condas.When the enemy chaffs, use the rails.
Emissive has no effect on chaff.
I really wish that "deselect target" was a bindable function. If it is already, I admit to being an idgit, just please point me to it :)
It is. I have it on my Hotas.
 
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I really wish that "deselect target" was a bindable function. If it is already, I admit to being an idgit, just please point me to it :)
It's not and it's always bugged me.

I've generally found non targeted gimble weapons feel really ineffective anyway so I tend not to bother with this.

It's the reason I opted for fixed frags. They're really powerful but you need to be ready to fire them in the short window of opportunity (due to their ideal range being so short, shorter for smaller targets, and their reload taking so long)... If I'd lined up a perfect shot then... Chaff... Ugh.

I fly the Chieftan so it's nimble enough. Most of the time you don't need to aim very precisely (close enough) but I find the "aim at the circle" game relatively straightforward considering the wide angle of jitter on the frags.

It is. I have it on my Hotas.
What binding is that and under which heading? The only way I currently know how to deselect target is to select target without a target in centre view. Which isn't a deselect target bind.

Am I missing it?
 
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What binding is that and under which heading? The only way I currently know how to deselect target is to select target without a target in centre view. Which isn't a deselect target bind.

Am I missing it?
It's not really a keybind for deselect target, but a very useful workaround:

I generally bind the "target next system on route" on the 4way hat on my Hotas where I also cycle targets (under targetting, last entry).
When entering a system, you can quickly select a target on galmap, and in case of a gank you can select it with that bind, to highwake away.

In case of not having a selected system, it blanks out your targetting though, so it's double useful.
 
I am finding this build works, if you keep flying around the target, and boosting in and out if needed.
Krait Mk2 beams and lasers only
You want to have fun flying, right... Can take out all classes of opponents. Not tired in PVP though...this is not challenge... :rolleyes:
 
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Chaff has no real counter except fixed weapons. Emissive has no effect on chaff.
I use D and F while rolling to change the angle on the target and break chaff scatter. Also shooting gimballed pulse laser with emissive .
Not really sure which is bringing target lock back...?
 
Other than fixed weapons, does anything counter chaff? Is that what emissive is for?
- emissive increases signature of target; afaik and imho it improves gimbal/turret tracking for medium and especially large hardpoints (.... you know, those pesky eagles). i tend to fit a small or medium hardpoint with it (after i have corrosive somewhere).

- seeker missiles are immune to chaff, too, and you can strip the chaff launcher with it - assuming your target does not have point defense as well (or you are fitting more than 1 or 2 seeker racks... or you have those powerplay missile racks...). but while i like seekers in cz against eagles, generally they are not impressive ... you might be better off to use the seconds of chaff to recharge your power distributor.
 
Other than fixed weapons, does anything counter chaff? Is that what emissive is for?

Thanks again, everybody, most appreciated!
Fixed weapons or gimballed weapons with no target selected can counter chaff. Emissive is for increasing the enemy ship's visibility so it can't disappear from your scanners with silent running or going ice cold, the emissive effect applied with weapon hits lasts for a number of seconds and makes the enemy ship virtually light up like a Christmas tree on your scanners.
 
Other than fixed weapons, does anything counter chaff? Is that what emissive is for?

The emissive XFX prevents cold ships from vanishing off your scanner.

FWIW, on my Corvettes, I always put a pulse-laser turret in one of the small slots and mod' them for long-range and emissive.
It barely does any damage but it lights up anything, out to a range of 6km, which means my other weapons can track targets more reliably.
Very, very useful.

Regarding weapons in general, I think gimbals are a reasonable compromise.
They're less powerful than fixed but you can de-select a target that's popped chaff in order to carry on shooting at them reliably.
Take a look at PvP video's on Youtube and you'll see plenty of PvPers using them.
They're not really the "noob cannons" they're often said to be.

Also, for a combat ship, I like to have a secondary weapon system specifically for making "big hits".
On a Krait, for example, I'd probably go with a pair of medium overcharged beam-lasers (with at least one modded for thermal vent to keep everything cool), a pair of large MCs and then I'd stick a large PA, rail or frag-cannon in the remaining large slot.
I'd then have the MCs and lasers on the primary trigger and have the PA/rail/FC on the secondary trigger.
That way, I can engage with my normal weapons most of the time and fire the PA/rail/FC when the opportunity arises.

I know I said having a pulse laser fitted with the emissive XFX is useful but I wouldn't bother fitting one to a Krait because it doesn't really have enough slots that you can afford to "waste" one by fitting a pulse-laser.
If you're the sort of person who prefers pulse-lasers to beam-lasers, by all means fit one or more and add the emissive XFX.
 
I've been flying my Krait with 3 Pacifiers (power play frag cannons, fixed & large only), with 2 medium rails (feedback and super pen). In PvE, I could see swapping out the rails. The pacy does so much damage it almost doesn't matter if they bank, and sniping power plants is still bugged/stupidly changed in PvE, so it's of limited use.
 
I generally fly Corvettes in CZ so I just wade through the focus fire from spec ops and blow them up one after another.

Was just about to post exactly the same thing, I'm afraid.

Sure, there's a lot to be said for dogfighting but sometimes it's fun just to rock up in the middle of a CZ and crush everything. (ideally, with the Star Wars "Imperial March" playing through speakers).

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Regarding de-selecting targets, I just point my crosshair away from the target slightly and press the "select target" button again, which de-selects the target.
Least, I think that's what I do. It's just something I do reflexively now. :unsure:
 
Let's just say had some very unfortunate incidents by falsely selecting a friendly target.

Fair comment.
You have got to be careful that you're pointing at a bit of empty space first.

Also, it can be doubly "unfortunate" if you've got, say, a long-range pulse-turret on your ship which immediately starts zapping a friendly target, even if you don't deliberately pull the trigger. :whistle:
 
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