Engineers Need advice for Krait PvE Weapon Build

First off I would prefer a build that does not require me to keep having to return to stations or use synth to reload. I hate mining for ammo and would like to be able to stay in a POI for long periods of time.

That being said I would love to see ideas on how this ship can be outfitted for PvE.

Krait only responses pls trying to convince me to go FDL is just wasting my time and yours.

Thanks Cmdr's!
 
well you might hate this as it uses multi cannons and missiles so i have to reload.....
But mine is 3 large multi cannons, 2 medium missile launchers and a fighter bay.
Engineered multi cannons to efficient weapons with auto loaders - so i can shoot with just 1 pip in weapons and 4 in shields and 1 in engines.
I love it!

ps. I play the BGS so i return to a station lots anyway to maximize influence gain.
 
4x short range railgun with plasma slug
1x short range large multi cannon with corrosive

For even longer stay 3x efficient large beam
2 x med short range mulits, one with corrosive and one with oversized
 
For a no-ammo build I'd probably go for a full long-range fixed pulse set. (Efficient beams are also viable if you like close-in dogfighting ... I use multicannons for that style of fighting so can't comment on them)

The experimentals on pulse lasers aren't great ... I'd probably go with one emissive on a medium, and just do the "mini-overcharged" one for the rest. Maybe scramble on the other medium, I guess.

Then a kinetic/plasma-based fighter to make up for the laser's slight weakness versus hulls.
 
Seriously, consider the following;
3 large Frag Cannons G5 Overcharged / oversized = 377 DPS each. That's 1131 DPS per trigger pull on standard ammo. Standard (1301 DPS)or Premium (1470 DPS) syn reloads. I fight them 300m to 600m from target aiming for the broad back or belly (improves number of skittles that hit). Pull trigger 3 times (volly fire) reload and repeat. I can usually get a minimum of 2 and sometimes 3 vollys before I need to reacquire target distance.

Also use 2 medium Beams G5 Long range / Regen and G5 Over Charged / Thermal Vent to deal with the smaller targets. I also have a fighter bay as well.
This is an insanely fun build especially if you synth your reloads.

Otherwise go 3 large Pulse G5 Efficient / oversized with 2 medium Pulse G5 Long Range / Oversized
 
Then you want a G5 engineered all laser build. You need G5 engineering to your other modules to support this laser build.
That means your other unengineered modules can affect the outcome in combat because your lasers kept running out of juice or overheating at the wrong time.

Try 3 large efficient burst lasers (whatever special effect u want) and 2 efficient "cooling" beams.
Depending on your other modules, the cooling beams might not be necessary and you could substitute them with different special effect.

Don't get caught up in "long range" or "overcharged" weapons for this build. I tried them already.

My configuration may not take down ships as fast as some of the other suggestions above, but I can take down most Conda's in less than 30 sec., outpace the pirate respawn rate, and stay in the RES till fuel runs out.
It overwhelms SCB's and renders them ineffective, then just maintain fire on the power plant till they pop.
 
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Due to it's convergence, I always wanted to put

2 Imperial hammers on

3 pacifiers overcharged

so yeah, both use ammo. but are very frightening!! if your are after a strict no ammo usage the yeah, go pulse's as stated above they won't chew up your distributor much, better still, on the size 2's use pulse lasers efficient with inertial impact. increases dam by 50% at the cost of doing partial kinetic damage and a small amount of jitter. this can be a good thing as it gives you a little more effectiveness against armour!
 
I use full multi's. Basic ammo reloads are cheap. Use weapon mods for shields and armor of course.

If I was building a perma-res dweller, I'd probably go with two medium long range pulse (fixed) and 3 efficient large beams (gimbal). Possibly one with thermal vent. Depends on heat. Krait is a pretty chill ship. May have to notch up the power plant to G1 overcharged.
 
Anytime I want an ammo-less build I run focused Pulse with Phasing sequence. Should work well on a Krait. It's hilarious on a Turreted T-10.
 
For PvE, just 3 efficient gimbaled beams with thermal vent combined with a beam SLF and master or higher pilot. Don't forget that a figher is another set of lasers that are a mobile weapons satellite. This takes care of shields for any NPC.
For the class 2s, just mess with stuff that looks cool. These hardopints are awesome in that you can just turn and look at them in action.
I've been using a packhound and a imp hammer on them for fun.
 
Two that are very different setups:
1) 1 large on top middle as large efficient beam turret (therm vent if you need it or healing if you do wings). The rest 4 all efficient plasma slug PAs. (Carry an extra fuel tank if you want, but that 32 tons is enough for a long session anyhow and if you need more, just scoop at closest star)
2) 2 mediums as pulse or burst long range or focused turrets (for pulling mobs from far away to you) and the 3 large as efficient gimbaled beam lasers with experimentals of your choice.

Both of these are OK for PvE, but they take a very different playstyle. They do very nice damage also against npcs. The bottom one is probably better if you just look into creds per hour.
 
I was using 2x C2 G3 Efficient Beams + 1x C3 G3 Efficient Beam and then 2x C3 G5 Overcharged MultiCannon with AutoLoader on my Krait until recently. Combined with a 6A G5 Reinforced Shield Generator and a combination of Resist and Heavy Duty Shield Boosters it was darn near as effective as my FDL in HI RES sites though it wasn’t quite as impervious to damage for me to trust it (or, rather, trust me with it!) in a HAZ RES.

I’ve now stripped it down to be my long range explorer for the upcoming 3.3 release where I plan to finally go out into the black! Still engneering the new, lightweight parts but up to a 50LY single jump range with no weapons but all the mod cons and enough fuel on board for 1000LY before needing to scoop ... what a cracking little ship.
 
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