Krait pve combat build

Hey guys im relatively new to the game and made a lot of money doing passanger in my python i want to make a PVE combat build for a Krait which i want advice about but more importantly id like to know about combat build essentials i.e how important are shield boosters? Ive been using chaff launchers up till now are they necessary? Stuff like that any advice would be greatly appreciated
 
Hello new person, welcome to the forums. Next time maybe ask things like these in the "Newcomers" forum, the threads over there don't move nearly as fast.

There have been plenty of threads discussing what you ask since the Krait came out, if you use the search function I'm sure you'll find lots of different PvE builds. To give a viable recommendation people would need to know if you e. g. have access to engineering and if you're partial to using fixed weapons.

As for shield boosters, it depends. They become increasingly important if you have access to the respective engineer. My combat builds almost always have two SBs engineered for improved resistances, combined with thermal resistant shields the damage they can take from all sources (esp. thermal weapons) is greatly improved. Builds that don't depend on the regen rate of bi-weave shields that much get kitted with additional "heavy duty" SBs.

Chaff Launchers are ok on smaller ships in my opinion, they're a good "oh s**t" button that gives you time to get out of the crosshair. On bigger ships or on builds like hull tanks where shields drop regularly I outfit one or two Point Defence units if there's enough utility slots.

Edit: If I refit my multipurpose Krait for pure PvE it should about look like this:
https://coriolis.io/outfit/krait_mk...tJoougIAAA==.EweloBhBmSQUwIYHMA28QgIwVyKBQA==
 
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The Krait is essentially a bit faster and slightly less agile (not so you'd notice TBH) than the Python, it's capable of near continuous boosting on two pips, hull hardness is lower than the Python so something to watch if you lose shields.

Laser build

https://coriolis.edcd.io/outfit/kra...mUDYAsICmBDA5gG2SGBGCKIkCIA=&bn=Krait C heavy

Pirate threat build

https://coriolis.edcd.io/outfit/kra...A28QgIwVyKBQA==&bn=Krait Mk II -pirate threat

Exploration build currently at Colonia on my second account

https://coriolis.edcd.io/outfit/kra...cAgAA.EweloBhBmSQUwIYHMA28QgIwV0A=&bn=Krait X

I have a Python with 5 efficient PAs I use for CZs so a similar build would work for the Krait

https://coriolis.edcd.io/outfit/kra...mSQUwIYHMA28QwIwSnkEQA==&bn=Krait C heavy 4xA
 
Hey guys im relatively new to the game and made a lot of money doing passanger in my python i want to make a PVE combat build for a Krait which i want advice about but more importantly id like to know about combat build essentials i.e how important are shield boosters? Ive been using chaff launchers up till now are they necessary? Stuff like that any advice would be greatly appreciated


I really like the Krait, nice choice.
Against NPCs your options are almost unlimited but you might as well build a good, tough ship.

Do you have all the engineers unlocked?

Typically you'll want to modify your shield generator for thermal resistance since it has poor thermal resistance stock.
Then add at least one each heavy duty and resistance augmented boosters.

If you are running shield cell banks, you'll need heat sinks.
If you are using biweaves and a tougher hull, then a PDT is nice since NPCs use missiles when your shields drop.
The last slot can get the chaff, or you can run two if you choose, or another booster.

The Krait has a lot of power/distributor so you can run almost any weapon combination you can think of.
I highly suggest learning fixed, high DPS, low time on target weapons.
If you're totally new to them, a pair of gimbals mixed in will help.
Two gimballed, medium long range, thermal vent beams will fire forever.
Then you can put something like frags, PAs or multicannons in the large slots.
 
The Krait is essentially a bit faster and slightly less agile (not so you'd notice TBH) than the Python, it's capable of near continuous boosting on two pips, hull hardness is lower than the Python so something to watch if you lose shields.

Laser build

https://coriolis.edcd.io/outfit/kra...mUDYAsICmBDA5gG2SGBGCKIkCIA=&bn=Krait C heavy

Pirate threat build

https://coriolis.edcd.io/outfit/kra...A28QgIwVyKBQA==&bn=Krait Mk II -pirate threat

Exploration build currently at Colonia on my second account

https://coriolis.edcd.io/outfit/kra...cAgAA.EweloBhBmSQUwIYHMA28QgIwV0A=&bn=Krait X

I have a Python with 5 efficient PAs I use for CZs so a similar build would work for the Krait

https://coriolis.edcd.io/outfit/kra...mSQUwIYHMA28QwIwSnkEQA==&bn=Krait C heavy 4xA

'm saving this!
I
 
Hello new person, welcome to the forums. Next time maybe ask things like these in the "Newcomers" forum, the threads over there don't move nearly as fast.

There have been plenty of threads discussing what you ask since the Krait came out, if you use the search function I'm sure you'll find lots of different PvE builds. To give a viable recommendation people would need to know if you e. g. have access to engineering and if you're partial to using fixed weapons.

As for shield boosters, it depends. They become increasingly important if you have access to the respective engineer. My combat builds almost always have two SBs engineered for improved resistances, combined with thermal resistant shields the damage they can take from all sources (esp. thermal weapons) is greatly improved. Builds that don't depend on the regen rate of bi-weave shields that much get kitted with additional "heavy duty" SBs.

Chaff Launchers are ok on smaller ships in my opinion, they're a good "oh s**t" button that gives you time to get out of the crosshair. On bigger ships or on builds like hull tanks where shields drop regularly I outfit one or two Point Defence units if there's enough utility slots.
I didnt know of that other forum but thank you for the advice ill be sure to check it out
 
I really like the Krait, nice choice.
Against NPCs your options are almost unlimited but you might as well build a good, tough ship.

Do you have all the engineers unlocked?

Typically you'll want to modify your shield generator for thermal resistance since it has poor thermal resistance stock.
Then add at least one each heavy duty and resistance augmented boosters.

If you are running shield cell banks, you'll need heat sinks.
If you are using biweaves and a tougher hull, then a PDT is nice since NPCs use missiles when your shields drop.
The last slot can get the chaff, or you can run two if you choose, or another booster.

The Krait has a lot of power/distributor so you can run almost any weapon combination you can think of.
I highly suggest learning fixed, high DPS, low time on target weapons.
If you're totally new to them, a pair of gimbals mixed in will help.
Two gimballed, medium long range, thermal vent beams will fire forever.
Then you can put something like frags, PAs or multicannons in the large slots.

Thank you for the advice i had one other combat ship before and used gimballed Mcs and beams i have been thinking of trying to learn fixed for the dps and i definitely dont have all the engineers unlocked im working on the first 5 ive had the game for 4 months and only recently got horizons so im doing engineering now. Ill try out some fixed beams see how i like em
 
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