Krait II PvE Build Advice

Weapons wise I run 3 large efficient beams and 2 high cap corrosive mc's.

All gimballed, fixed beam/ mc slf as support.

Not great for a cz but you can stay in a haz rez for ages with a pretty decent tok on most targets.

Bi-weaves with res boosters and ramming saves a bit of ammo at the start of most engagements.
 
Try this instead: https://s.orbis.zone/901J

Some notes:
  • As a multi-purpose, weight is very-very important, so reactive is a waste, too much weight for little and rather useless effect.
  • Never understood people using D long range scanner... With A light weight, you get all range you'll ever need and you cut down on weight incredibly well.
  • Module and hull reinforcements are way too big, and useless on Bi-Weave Krait that will be easy to keep out of fire and regen shields instantly.
  • You can swap fighter bay for cargo, just added for extra cool and as a bait in CZs, ultimately useless though.
  • If you have DSS you have to have Fuel Scoop.
  • Why collector limpets on Krait? One of the best and easiest ships to pick stuff up, it literally right under your cockpit, extreme manueverability and speed. It's not Python.
  • Beams are practical but no fun. Plus if you stick around CZs, you really need cancelling Cell Banks, along with crazy damage potential (especially under corrosion) that's where Rails come in handy.
  • When you pick Thermal Bi-Weave, you effectively need to have least MJ possible with highest resists possible. It will shorten your recharge quite well, plus cut down on weight. Heavy duty is practical with Shield Tank builds and mostly with AX combat.
  • No idea why you need Frame Shift Scanner (or any Scanner to be honest) in this game. Feel free to swap it, I dunno, with heatsinks? Chaff is pointless on Krait, it's a pancake, plus if you will keep Fighter, it will be effectively your Chaff.

Overall, crunching on hull feels pointless, it's very easy to go evasive against NPCs to regen, and in PVP situations, this build will be exploding instantly either way, so, still useless. Just try not to ram anything and you'll be dandy.

Hi, new here, looking for advices about multi-purpose Krait mk2, found this build (and notes) very interesting (thanks). Though, am i missing something about power management ? weapon priority=2 -> inactive when deployed ?
 
I'm following the old "lasers to kill shields, multis to make boom" meta, which works fine, I just tend to run out of ammo a lot and get bored chewing through the sponges. Is there a better way to go about this (I'm sure there is).

I used the exact same hardpoints as you for a long time, they worked okay but it needed a little changing up due to running out of ammo. In the end I settled on:

Class 3 beam
Class 3 multis (x2)
Class 2 advanced missile racks (x2 dumbfires) Note that missiles of the same type do the same damage regardless of module class.

I go with just beam for most small ships. Beam and multis on most medium ships. Beam and dumbfires on large ships. The key with the missiles is the advanced racks fully engineered gives 120(?) or so missiles on each rack, which relieves a lot of the ammo drain on multicannon. As well the class 3 beam performs pretty well on hull which also saves that multicannon ammo.

Would also ditch the guardian jump range booster for an SLF hanger with SLF of your choice with fixed beams (I like the slow tanky one) The SLF is very useful, both in terms of pure damage as well as opening up some options like pack tactics, or distracting an enemy when fighting a wing.

Lastly, this build is really fun. Any fast Faulcon ship with dumbfires is a fun time. It seems like you want some practice aiming, and dumbfires with lots of ammo is a fun way to do it. I actually first broke myself away from gimbals with core mining. Missiles aren't that hard to use if you've been cracking cores for a bit first.
 
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Hi, new here, looking for advices about multi-purpose Krait mk2, found this build (and notes) very interesting (thanks). Though, am i missing something about power management ? weapon priority=2 -> inactive when deployed ?
Haven't checked that specific build, but I wouldn't think so. My rule of thumb usually is
1: anything absolutely required to run away, i.e. thrusters and FSD
2: defensive systems - shields and point defense
3: offensive systems - weapons - and life support
4: auxillary systems - cargo scoop etc.
5: all the stuff that can only be used in supercruise, like fuel scoop or FSD interdictor
and then set up the ship so that at a minimum, 1-3 are powered with weapons deployed, preferably 1-4. I try to avoid OC'ed power plants, as those bring or increase heat problems.
 
Hi, new here, looking for advices about multi-purpose Krait mk2, found this build (and notes) very interesting (thanks). Though, am i missing something about power management ? weapon priority=2 -> inactive when deployed ?
Heh, sorry brosef, but that's not even my build. It's a thing with short links of Coriolis, they get swapped around after a time for other people that make similar builds.

To be completely honest, I'd say Krait II isn't well suited for full multipurpose, because how well it shines in combat. You can make it heavy combat focused multi-purpose with some cargo capacity, but that is as far as I would push it. I'd just recommend you to get Python instead, looks like it's the ship you want. Pretty much all modules are even interchangeable with Krait II. Or maybe try Dropship, if you're a bit on masochistic side, like me? ;)

If you're dead set on Krait, I can cobble together build for you, just tell me what you want it for exactly, if you have access to guardian tech/engineers, stuff like like that yet?
 
Heh, sorry brosef, but that's not even my build. It's a thing with short links of Coriolis, they get swapped around after a time for other people that make similar builds.

To be completely honest, I'd say Krait II isn't well suited for full multipurpose, because how well it shines in combat. You can make it heavy combat focused multi-purpose with some cargo capacity, but that is as far as I would push it. I'd just recommend you to get Python instead, looks like it's the ship you want. Pretty much all modules are even interchangeable with Krait II. Or maybe try Dropship, if you're a bit on masochistic side, like me? ;)

If you're dead set on Krait, I can cobble together build for you, just tell me what you want it for exactly, if you have access to guardian tech/engineers, stuff like like that yet?

Well, not sure at all about what i need/want haha. Think I'm gonna try this build (i have to unlock some engineers and guardian modules i haven't yet), and see later if i turn the Krait into a real combat build. So far my combat style is kind of "don't fight alone, shoot the last bullets" :). I'm gonna consider the Python too, thanks for advice (y)
 
I just want to go kill stuff as efficiently as my limited skills allow me, and I have just the place to go do so in mind, somewhere far away that could use some help with bothering people who want to meddle where they haven't the right to be meddling, because I like things shiny, and I aim to misbehave. Browncoat forever. :)

You'll get more value from your fast charge shields if you flip the heavy duty shield boosters for resistance augment/force block ones.

The Krait is a very good ship for using fixed weapons because it has a super compact hardpoint layout, so flipping your multicannons to fixed is a good way to up your damage. You can either keep the medium beams on or switch them for Efficent Plasma Accelerators (generally aiming for the multicannon aimpoint they'll still hit at most ranges).
 
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