Ships Multipurpose/PvE Krait Mk2 build help

SO, recently started the game up again for the first time in about a year and found myself in the cockpit of a half built/engineered Krait Mk2 and can't for the life of me remember what I was doing with it. So I've spent most of today fiddling around in the online ship builder and came to a build I think should be good for general mission running/salvaging but with a favour towards combat. BUT before I go spending all my credits and time flying around the galaxy getting this engineered I figured I'd ask what the professionals, (hopefully you) think about this possible build.

I've actually got two variants that are basically the same but swap the hardpoints, can't figure which would be better out of the two.
Large beams, medium multis
Large multis, medium beams


Idea with both of these would be to eat shields with beams then finish with multis. I tried a lite version of the first one (large beams) and it seemed to do "ok" in a low intensity CZ. Any suggestions would be super helpful! Please keep in mind I'm not the best pilot when it comes to combat.
 
Speaking of combat zones, if you are not into BGS and supporting factions, I'd avoid combat zones unless you want to test your ship. Enemies there are super tough and fighting there requires some battle sense. Anyways I'm using two medium long range gimballed beams with thermal vent and three short range gimballed large multis (two with autoloader, one with corrosive shell). That is pretty optimal and universal setup. Looking at your builds - no need for having three corrosive shell multis, the effect does not stack, so single corrosive is enough.
Speaking of large hardpoints, you can also trade one multi for something else... like a large seeker missile rack or a medium railgun. No better view than finishing your target with a seeker or well placed rail gun shot.
 
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Speaking of combat zones, if you are not into BGS and supporting factions, I'd avoid combat zones unless you want to test your ship. Enemies there are super tough and fighting there requires some battle sense. Anyways I'm using two medium long range gimballed beams with thermal vent and three short range gimballed large multis (two with autoloader, one with corrosive shell). That is pretty optimal and universal setup. Looking at your builds - no need for having three corrosive shell multis, the effect does not stack, so single corrosive is enough.
Speaking of large hardpoints, you can also trade one multi for something else... like a large seeker missile rack or a medium railgun. No better view than finishing your target with a seeker or well placed rail gun shot.

Hmm, okay. I think I'd like to keep fixed for beams has I don't have too much of an issue hitting with those but gonna try fiddling around. Based on your suggestions how does this look. Swapped a few internals around and added the shield boost engineering I had forgotten too in the op
 
I came back to your build and made a few adjustments to balance things a little bit. I haven't added any new engineer upgades besides changing the ones you already have.
Military composite for better hull protection. Charge enhanced distributor with super conduits for fast recharge of everything. Shuffled the internals with some swaps here and there, added an eco passenger cabin for even more versatility, generally that c5 internal is swappable depending on needs whether you want more hull protection, cargo or a scb, also swapped docking assistant for a small fsd interdictor. Shield changed to fast charging, thermal resistant bi-weave. Shield booster rebalancing.
Regarding the multicannons, if you haven't engineered them yet consider going short range all the way. Gives a slightly better dps buff and without distro hit and power draw as overcharged. Reduced range in multicannons is irrelevant. And if you feel you would need better strield stripping abilities, go for two large lasers istead of two mediums.

 
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Ohh, That looks good. Might fiddle around with this a bit more. My only issue with bi-weave shields is I'm not a good enough pilot to properly utilize them, most of my fights end up in staring contest/face tanking until one of us dies so I need as much shields as possible (at least until I get better)
Mixing that one and my post from last night I came up with this one here. At least until I get better enough to swap that with a biweave. Also I put the docking computer back in because I'm lazy and docking time is my get up and stretch time

Thanks so much for the help/ideas! : D

I like two large efficient thermal vent beams, with two medium multicannons (overharged autoloader) and the centerline large hardpoint gets an overcharged, corrosive multicannon. Dat's me jam.

Hmm, didn't think about mixing weapons like that. Might try that down the line.

TBH the Python is a better multi-role with a more cargo orientated leaning (or mining) but the efficient boost regen on the Krait gets my vote!

iirc I actually had a Python before my Krait but when the Krait came out I swapped because I really liked how it looked over the Python.
 
Hmm, didn't think about mixing weapons like that. Might try that down the line.

I use a similar config on nearly all of my ships. It's rather unimaginative, but as I like to point out, the power and heat profile of this arrangement synergrizes well with my builds, leaving room for the other engineering I like to do. Keep it light, fast and cool.

Like Ceekay, I have a covey of Kraits, but this is one

Poison Whiskey

I call it's role Combat Sweeper, intended to prowl CNBs and RES sites and gathering the mats. I recently removed the mil grade composite and replaced it with HD stock alloy.
 
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Im using a single overcharged Beam and 4 Multi,s I use my SLF as another two beams works great for Condas etc I have a 3a collector in the missing slot

 
Ohh, That looks good. Might fiddle around with this a bit more. My only issue with bi-weave shields is I'm not a good enough pilot to properly utilize them, most of my fights end up in staring contest/face tanking until one of us dies so I need as much shields as possible (at least until I get better)

Keep in mind that stroger shield with lesser thermic resistances is inferior to weaker yet faster recharging and thermal resistant bi-weave. If you want to shield tank a little bit, go for reinforced but also engineer two of you shield boosters towards thermal resistant, this should givbe you around 30-40% of thermic resistance and overall shioeld resiostante of 1100MJ which is pretty good.
 
Keep in mind that stroger shield with lesser thermic resistances is inferior to weaker yet faster recharging and thermal resistant bi-weave. If you want to shield tank a little bit, go for reinforced but also engineer two of you shield boosters towards thermal resistant, this should givbe you around 30-40% of thermic resistance and overall shioeld resiostante of 1100MJ which is pretty good.

Like this?
 
Fair question.

I like to have plenty of power to spare to allow for any future changes I make to the build that might use more power.
Sure but what possible future changes can you still make to utilise the extra 27.3% power? My guess is none. Not like you can add a class 7 thruster to your Krait MkII anyway. Plus higher grade Overcharged reduces the integrity of your powerplant, more likely for it be damaged in a combat.
 
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