Ships KRAIT MK-II Pre-Engineering PVE Build

I do the same as Blue Mars. Each ship needs to have a designated role, and is optimized to perform it. Multirole is great, and the Krait is especially well-suited. The modular nature of Elite shipbuilding means a single ship can perform many roles. But once you've the means, it's nice to start building ships for dedicated roles. That's why I've three Krait IIs. One for combat/mat collecting, one for core mining, and one I call my rumble bus, an armed transport. I don't need three ships for this, the single Krait could do it all with some module swapping.

But it sure is nice to just grab it and go depending on what activity you're in the mood for. Mining is the catalyst, as if you've ever module swapped from a combat ship to a mining ship it'll do your head in. Not only do you need to swap your optional internals, but probably a few hardpoints too. And then re-jig your module priorities and firegroups! Bah, who needs it. One role, one ship. But of course it takes means that new a player won't have yet. And at this stage, the Krait is really hard to beat as a jack of all trades.
 
I do the same as Blue Mars. Each ship needs to have a designated role, and is optimized to perform it. Multirole is great, and the Krait is especially well-suited. The modular nature of Elite shipbuilding means a single ship can perform many roles. But once you've the means, it's nice to start building ships for dedicated roles. That's why I've three Krait IIs. One for combat/mat collecting, one for core mining, and one I call my rumble bus, an armed transport. I don't need three ships for this, the single Krait could do it all with some module swapping.

But it sure is nice to just grab it and go depending on what activity you're in the mood for. Mining is the catalyst, as if you've ever module swapped from a combat ship to a mining ship it'll do your head in. Not only do you need to swap your optional internals, but probably a few hardpoints too. And then re-jig your module priorities and firegroups! Bah, who needs it. One role, one ship. But of course it takes means that new a player won't have yet. And at this stage, the Krait is really hard to beat as a jack of all trades.
I understand, at some point you can afford to have a ship for every role. For now I will stick to the combat/material gathering role and I believe a Krait MK-II build close to the one you posted above (Poison Whiskey) should do the job as it seems like a fully upgraded version of my initial build and fits to what I like to do in game at the moment!
 
OK cool, good hunting commander.

For what it's worth my outboard multicannons are overcharged autoloader and the centerline large MC is overcharged corrosive. When I click on them in that Coriolis link I posted the engineering doesn't show. Maybe it does for others. Maybe I'm using an outdated version. I dunno.
 
OK cool, good hunting commander.

For what it's worth my outboard multicannons are overcharged autoloader and the centerline large MC is overcharged corrosive. When I click on them in that Coriolis link I posted the engineering doesn't show. Maybe it does for others. Maybe I'm using an outdated version. I dunno.
It does show Commander, I have already engineered G3 overcharged/corrosive on the large MC and G3 overcharged/autoloader on outboard MCs. Plus G3 long range sensors and G1 resistance aug/super capacitors on 4x shield boosters. Looking into unlocking the Engineer for the Beam Lasers now. Ship feels great at the moment https://s.orbis.zone/hdkn and combat in High RES is very smooth so thank you again for all the suggestions!
 
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That's great, and I'm sure she'll serve you well.

I'd recommend ensuring you get good thermal resistance for your shields, which can be done through shield, and through booster engineering. Resistance augmented is good, but I'd recommend a target of around 50% thermal resistance for your ship. I talk often of 'elasticity', or the ability of the shields to shrug off damage. MJ is important yes, but thermal weapons are strongest against shields, so high thermal resist gets the most bang for the buck against the very weapons most likely to collapse your shields. Further, lasers are the most common weapon on NPC ships to threaten your shields, and with their infinite? shot speed are also the most likely to hit a fast, maneuvering ship. So high thermal resist has an outsized effect in survivability and keeping shields up.

You're on the right track, once you hit G5 on your shield engineering you'll be at 47%. I might then convert one booster also to thermal, but even at 47% you're in fine shape.

Good hunting commander.
 
Actually forget what I said. If you hit G5 on your current shield and booster engineering you'll be at 64% thermal resist and that's more than enough. No need to convert a booster as I suggested.
 
Actually forget what I said. If you hit G5 on your current shield and booster engineering you'll be at 64% thermal resist and that's more than enough. No need to convert a booster as I suggested.
Would it be a good idea to replace 4x resistance augmented with 4x thermal resistance on the boosters until I hit G5? That would lift thermal resistance to 32% from what I understand
 
In my opinion yes, but the next commander might have a different opinion. But yes, I value thermal resist more than the other two. All are important, but as I said thermal is the one that causes the most grief for your shields. If you keep your shields up, it's all good. If they drop, things take a turn for the worse, don' they? So I do what I can to prevent this from ever happening. I haven't lost shields in NPC combat (aside from collision) in three years. That's not down to my abilities, but I think, down to shield engineering and thermal resist. That elasticity I go on about means you take the hits, but it has virtually no effect on shield strength. Maybe a couple percentage points go, but are quickly restored.

Of course this assumes the commander flying the ship is not face tanking and actually maneuvering. No shields stand up forever against sustained fire.
 
In general I agree but when for example I just had 4 interact with data terminal/destroy power x 4 I still ended up with no shield but my hull and mod refo kept me to 60% till I was ready to flee lol
 
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