My Krait mini review (about 8 hours playtime) vs Python

I think a lot of you have missed just how light on the distributor its engines are. You can put 2 pips to ENG and basically boost indefinitely.

I'm rocking 3 G2 efficient PACs on the roof and a couple of gimballed burst lasers because I can. The triple PAC hit is soooooo satisfying.
 
I think a lot of you have missed just how light on the distributor its engines are. You can put 2 pips to ENG and basically boost indefinitely.

I'm rocking 3 G2 efficient PACs on the roof and a couple of gimballed burst lasers because I can. The triple PAC hit is soooooo satisfying.

Yeah, the distributer is amazing. I imagine fullyt G5 charge enhanced, it'd just... not go down???

Dont need to charge enhance it though, so, could probably capacity enhance it for... I dunno what reason really. What else can you do with a distributer because I dont know what to mod it with now.

I guess weapon focus it?
 
He's my 14 minute mini-review:

[video=youtube;aeo4TLubk_8]https://www.youtube.com/watch?v=aeo4TLubk_8[/video]

It only has 2-3 degrees more pitch per second than the Python which is pitiful for a "heavy fighter" or any sort of combat.

The krait is less pip and blue zone dependent, but more to the point, pitch isn't everything. The krait also has better vertical/lateral acceleration. It's no FDL, but it feels infinitely better than the python.

I think a lot of you have missed just how light on the distributor its engines are. You can put 2 pips to ENG and basically boost indefinitely.

Try to count how many times I boost in the video above. It's absurd.
 
This is the problem with ED ships now. They are all too generic and there really is not hat much to differentiate between them. is the Krait or Python significantly better than each other. Not really so having both is almost a waste of time.

Whilst Eve Online is a different game and even though SC isn't truly a game with mechanics yet both have roles for their ships. Personally I think the whole shop side of ED needs a massive overhaul. There needs to be other bonuses and restrictions to what ships can and cannot carry. Also bonuses to certain kit. i.e. when the exploration update comes out maybe something like an ASP or DBX give % bonuses for certain pieces of equipment being used like an exploration scanner has further range. That would start to define roles for the ships and people that use them.

For now the ships are just a hodge podge of hardpoints and spaces with a few tweaks but nothing really defining them.
 
This is the problem with ED ships now. They are all too generic and there really is not hat much to differentiate between them. is the Krait or Python significantly better than each other. Not really so having both is almost a waste of time.

Whilst Eve Online is a different game and even though SC isn't truly a game with mechanics yet both have roles for their ships. Personally I think the whole shop side of ED needs a massive overhaul. There needs to be other bonuses and restrictions to what ships can and cannot carry. Also bonuses to certain kit. i.e. when the exploration update comes out maybe something like an ASP or DBX give % bonuses for certain pieces of equipment being used like an exploration scanner has further range. That would start to define roles for the ships and people that use them.

For now the ships are just a hodge podge of hardpoints and spaces with a few tweaks but nothing really defining them.

I'm the complete opposite. I think directly defining ship "roles" with things like percentage bonuses is a horrible and boring idea. All it really does is pointlessly limit player freedom and diversity.

Multiple ships being similar, and so player choice coming down to careful considering of edge in agility vs edge in defenses; or even unquantifiable things like cockpit feel, sound, and external look; is a great place to be. There's a lot - a LOT - that differentiates ships in Elite. I think it's fantastic that "module x is y% more effective, because we can't think past old RPG tropes" isn't one of them.
 
This is the problem with ED ships now. They are all too generic and there really is not hat much to differentiate between them. is the Krait or Python significantly better than each other. Not really so having both is almost a waste of time.

Whilst Eve Online is a different game and even though SC isn't truly a game with mechanics yet both have roles for their ships. Personally I think the whole shop side of ED needs a massive overhaul. There needs to be other bonuses and restrictions to what ships can and cannot carry. Also bonuses to certain kit. i.e. when the exploration update comes out maybe something like an ASP or DBX give % bonuses for certain pieces of equipment being used like an exploration scanner has further range. That would start to define roles for the ships and people that use them.

For now the ships are just a hodge podge of hardpoints and spaces with a few tweaks but nothing really defining them.
Fly the Python for the best part of three years.

Take all the engineered modules for the Python and put them in the Krait Mk. II.

Tell me more about how it's samey.

Those small differences are, in terms of experience, actually extremely important. For instance, my Krait, with the same G5 Dirty-Drag engines is more than 10% faster than my Python. Add to that the God-like boosts and you have a ship that flies very differently.
 
Not really so having both is almost a waste of time.

Despite their similarities, they feel like very different ships to me. They are superficially similar on paper, but the python is always going to have the edge in cargo capacity and raw number of internals, while the krait has that SLF (which is a big deal) and the improved thruster profile. There is enough to distinguish them that people who would never touch one may love the other. Personally, I hate fly the python and never had any pressing need for it, but the krait may very well become my go to ship. However, if my impression of the python was less negative, I'd definitely have both ships, because an extra 64 tons of cargo, or an extra limpet controller, on a medium vessel is nothing to sneeze at.

For now the ships are just a hodge podge of hardpoints and spaces

Maybe for someone who only sees ships in those terms, but there are plenty of other factors that influence the suitability of these vessels for various tasks, and few of them are listed on any spreadsheet.

I'm not opposed to more differentiation, but I think there is much differentiation already present that you're overlooking.
 
krait is basicly python before they ruined its agility, not to mention the krait can have a fighter but the pyhton cant for some reason??? python could easily fit a fighter hanger especially for that extra 10mil.
 
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the krait can have a fighter but the pyhton cant for some reason??? python could easily fit a fighter hanger especially for that extra 10mil.

Not when the design doesn't include the hangar door.

Oh no. The pre-nerf python was a force of nature. A python in the hards of even an average pilot could easily solo anything, except another python.

Yeah, Krait MkII, in practice, is about 10% faster and 5% better rotation rate and translational acceleration.

Python would need +20% in all of these areas to reach it's previous levels.
 
This is the problem with ED ships now. They are all too generic and there really is not hat much to differentiate between them. is the Krait or Python significantly better than each other. Not really so having both is almost a waste of time.

Whilst Eve Online is a different game and even though SC isn't truly a game with mechanics yet both have roles for their ships. Personally I think the whole shop side of ED needs a massive overhaul. There needs to be other bonuses and restrictions to what ships can and cannot carry. Also bonuses to certain kit. i.e. when the exploration update comes out maybe something like an ASP or DBX give % bonuses for certain pieces of equipment being used like an exploration scanner has further range. That would start to define roles for the ships and people that use them.

For now the ships are just a hodge podge of hardpoints and spaces with a few tweaks but nothing really defining them.

There is a big difference between the two. The Krait can have a SLF which means it out guns the python significantly. The downside is that its defence is not as good. Different ships for different people.

Myself, I love a SLF, so a Krait wins for me. And as I am not that interested in what it the most powerful ship or the most efficient, it still make the Krait perfect for me.
 
krait is basicly python before they ruined its agility, not to mention the krait can have a fighter but the pyhton cant for some reason??? python could easily fit a fighter hanger especially for that extra 10mil.

The Python can't have a SLF because it can't physically hold a hanger bay in it. It's not deep enough. They would have to completly retool the ships underneath with a great big flat area, which would probably ruins it's looks.
 
I'd concur that the ship designer's spend way to much time at fast food resturants. And took it upon themselves to just "SUPERSIZE" an ASP. And in the process, ended up with additional room inside. Thus it was either add more cargo or passenger compartment or a hangerbay. Apparently, the hangerbay won.

It would be nice if one doesn't or didn't like utilizing the hanger bay, one could insert addional cargo bins or passenger cabins. I mean, the space is available, and if you don't put fighter's in it, it just wasted space. Here's a question that applies to any ship with a fighter hanger bay. Why if I put on cargo bins or passengers cabins into the designated area of my ship designed for such, does it effect my mass, which effects my range, but adding fighters to an area designed for fighters, doesn't.
 
Two medium efficient beams and three large cannons means my mission runner can handle most threats on one fly-by. The profile works perfectly for this and leaves me more confident than I ever was in a python
 
I've finally got enough money (about 50 mil) to step up to one of the more iconic ships, and the Krait looks good on paper. There's just one thing...

http://elite-dangerous.wikia.com/wiki/Ships

For the Krait, 'laden weight' is blank. This implies that it can't take cargo, but it's listed as 'Multipurpose', and that would suggest something that can carry cargo.

So is that '[-]' a glitch, or are there valid grounds for it that aen't evident to me, yet?
 
I've finally got enough money (about 50 mil) to step up to one of the more iconic ships, and the Krait looks good on paper. There's just one thing...

http://elite-dangerous.wikia.com/wiki/Ships

For the Krait, 'laden weight' is blank. This implies that it can't take cargo, but it's listed as 'Multipurpose', and that would suggest something that can carry cargo.

So is that '[-]' a glitch, or are there valid grounds for it that aen't evident to me, yet?

Welcome back old thread!

Easy way to see if you are correct : go to any shipyard with a Krait available - what does it show as the cargo capacity?
 
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