Totally 2nd this.
Also, don't be shy about equipping Module reinforcement either. A little can go a long way for those.
I'd personally also swap out the 2 point defense for a shield booster and a chaff launcher. More bang for the buck (more useful regularly rather than situationally), imo.
@Sylow - Your response can be boiled down to "git gud", there are other steps he can take without the engineers which have been suggested. i.e. choose a better ship while in the learning curve.
a. Stay out of haz rez until you can survive without system police assistance.
b. Attack one enemy at a time till they're dead. Avoid wings until you've improved at combat.
c. Keep your fighter deployed in a defensive position. If you're taking on another ship with a fighter, have your fighter take its fighter out.
d. When your shields drop (or are close to dropping) disengage and zip away to let your shields recharge. Your ship is not built like a tank, so don't fight like one.
In terms of sniping, I've never had anything snipe me at much of any range. Most AIs tend to get very up close and in your face when attacking, especially if you let them. But again, stick to one enemy at a time and this will not be a problem. Also, I see you have cargo racks--make sure these are EMPTY or pirates will scan you and attack.
this krait might work better as long as you have the slf defending you all the time and you dont engage wings
If you do engage in wing fight, don't go for wings bigger that 2 ships and always kill first the attacker that is going after your fighter
I don't think those pulse lasers are going to do a lot of damage, especially turreted. You would be firing all day to bring down enemy shields. Some gimballed beam lasers would give you more of a fighting chance, though you have to point your ship (approximately) in the direction of the target.
Like Cknarf said don't skip Armor Day! Consider dropping the Point Defense in favor of chaff or more shields. Module Reinforcement are great for keeping modules alive. Biweave shield might be a good choice as well once you've got a beefier hull.
If I get the chance later I'll post an updated build. You're not far off, buddy!
Hey guys. Thanks for the help. I don't know why but i always ignored hull reinforcemens. I never needed them in my previous fights so... Certanly gonna get some.
Now between pulse or beam. Is the krait doing fine with continuous beam firing? Found that my other ships tended to overheat. Thats why i went with pulse this time.
Hey guys. Thanks for the help. I don't know why but i always ignored hull reinforcemens. I never needed them in my previous fights so... Certanly gonna get some.
Now between pulse or beam. Is the krait doing fine with continuous beam firing? Found that my other ships tended to overheat. Thats why i went with pulse this time.
The Krait MKII was one of my first combat ships, not counting the little ones I started in, and it did have heat issues with beams for me until I could engineer the beams and get thermal vent on some of them.
If you run beams with turreted weapons, I should imagine they could run almost continuously as they follow a target. Beams on turreted or fixed weapons less so because you would lose target lock and achieve a cool down.
I'm not convinced turreted 2F pulse lasers are doing a lot of damage.
Turrets in the Krait MKII don't make a lot of sense even if they do....gimballed or fixed will still be doing more damage. The ship has a decent firing arc, even if you can't aim you're still better off with gimballed. just mho.
I use ED MC and with that you just have to click on your ship name and poof it opens it up in coriolis, engineering and all.
Just a few glitches, like subsurface missile launchers don't export over (that's the only one I've experienced so far).
The other nice thing about EDMC is that by using it you are helping to keep all of the data accurate and up-to-date for sites like EDDB and Inara.
Hey guys. Thanks for the help. I don't know why but i always ignored hull reinforcemens. I never needed them in my previous fights so... Certanly gonna get some.
Now between pulse or beam. Is the krait doing fine with continuous beam firing? Found that my other ships tended to overheat. Thats why i went with pulse this time.
A ship builder, outfitting and comparison tool for Elite Dangerous
coriolis.io
Few things...
1) You've got tons of power obviously. Take a look at the priorities though. Set up like this if you take damage to your power plant and suffer a malfunction your critical modules for escape plus chaff will still function. 40% power is what you have to work with when that happens.
2) Bi-weave shields come back very quickly. It's OK to take hull damage. When your shields first go down PIPS in SYS are only good for charging the capacitor. If it's already full, wait to put any in there until the shield actually starts charging. Until then you've got all your PIPs for ENG and WEP. Hulk out, baby!
3) Double chaff is great since NPCs like gimbals and turrets. Use it to keep your shield up a bit longer, when you know you're going to get rocked within the optimal weapon range of your target, or when your shields are recharging (keep these auto targeting weapons from hitting your modules).
4) The profile of the Krait is relatively thin especially when shields are down (that lack of shield bubble helps turn more hits into misses - one of the more fun features of the FDL by the way!). Use FAoff to help present your front to the enemy. This will help you shoot them better and make it more difficult for them to hit you with fixed weapons like PAs. Damage avoidance is what separates the good from the getting gooder.
5) Reactive Surface armors are great because you get better explosive and kinetic resistance in exchange for thermal. Thermal is less of a threat when your shields are down so you can afford to beef up the other resists. Sure, it costs a little, but who cares? It's just credits.
Any other feedback welcome of course but you got this, Commander!
I agree with most of what has already been said - More SB, add a SCB, add HRPs, add a MRP
As for weapons, as you're new(ish) to combat I'd recommend two large gimballed pulse lasers, one large & two medium MCs. It's a nice balance of damage types and Tod & the Dweller are two of the easiest engineers you can unlock, which would open up G4 Engineering for your lasers and G5 for the multicannons.