I just bought the Krait MKII and my jump range is a measly ~17ish ly, and its brutal getting anywhere. I figured my option was to get the Guardian FSD, but when I finally got the the site I got WRECKED by the Guardians. I know people say to park your ship near the site and use point defense to help but that didn't really do much. I don't even think the point defense shot ANY missiles down. Any tips?? Thanks
There are some very good guides in the Aliens subsection, as well as a couple posted in DD - you'll have to search for these. As for the Sentinels, you need to spawn them one or two at a time, then use cover to fight them - I do it in turret mode so I can quickly break line of sight when they are preparing to fire, then pop back out and kill them.
PS 17ly... mine gets 25ly in full combat fit without a booster.
I'm a little bewildered, the only way I can think of someone being destroyed by these is if they drive into a swarm of ten or something. They don't exactly chase you down.
They only destroyed the SRV too right...? It'd be even crazier if you managed to take damage to a ship.
You managed to get seriously damaged by sentinels? That's ... surprising. Time to work on your situational awareness, and SRV driving as well I guess. You even have Night Vision now, so you can't use the light levels as an excuse... puzzled.
Maybe the Krait is too flat for the PDT to get over the ruins? Most CMDRs take something like a DBX out there. Imagine if you had 50ly jump range instead of 17. Yikes. Use the brake on the SRV to prevent getting flipped. Use the vanity cam to orient yourself.
I'm a little bewildered, the only way I can think of someone being destroyed by these is if they drive into a swarm of ten or something. They don't exactly chase you down.
They only destroyed the SRV too right...? It'd be even crazier if you managed to take damage to a ship.
Maybe the Krait is too flat for the PDT to get over the ruins? Most CMDRs take something like a DBX out there. Imagine if you had 50ly jump range instead of 17. Yikes. Use the brake on the SRV to prevent getting flipped. Use the vanity cam to orient yourself.
Sentinels are annoying. Use your hand brake to help keep them from flipping you over. Be sure to engage with full pips to weapons, as you’ll use 1.5 capacitors worth of rounds to down each one. Alternately, synth G2 or G3 ammo for your SRV and they’ll melt. You can also make a run for your ship, hop back in and shoot them with ship weapons but they can be hard to lock onto, and harder to hit.
If you’re really up to the task, lure them under an overhang and wait for them to fire a missile - they’ll take themselves out and you’ll need a change of clothes, as it’s too funny.
Also, don’t be afraid to dismiss your ship. They can’t shoot at what’s not there. And finally if you know your SRV is going to eat a missile, full pips to shields.
What i did;
- Drive around the site before activation the pillars. Some of the drones spawn when you enter a certain part of the base.
- After you killed the first batch of drones, activate the pillars. I believe activating them spawns some extra drones.
- Put some distance between yourself and the drones, and drive, shoot, drive, shoot.
- Activate the machine, scan, race away.
I think the base for the modules is a lot harder compared to the weapons-base. Ask a friend to join you if you keep having trouble with it.
I normally dismiss the ship. The missiles aren't much of a hassle for the SRV if you pip up your shields just before impact. The Sentinels usually have a fair amount of faffing about time doing nothing dangerous when switching between the missile and whatever that projectile attack is (plasma?). Taking on more than two at a time is a pain so use the environment to block off any extras trying to pile on, or just use good old fashioned kiting to stop them from swarming.
If you time it right you can destroy the Sentinel just after it launches its missiles. Then if you move out of their path the missiles just loop the loop over and over making sparkly trails in the sky. They last for a while. Probably would make a nice screenie if you snap it from a distance.
If you need time to contemplate, sentinels will not fire on you if you are hidden under the ship.
Missiles have 2,5 km range. If your hull is critical (and you brought only one SRV ), run away and repair.
Apart from that: why, for Pete's sake, an otherwise unengineered (I assume - with that jump range) Krait Mk.II? Ideal for this job are the ships with a large jump range, small footprint and one or two utility slots on the top, like DBX or Dolphin. My Dolphin is still parked in the Pencil Sector base, the keys are with the station master. Feel free to borrow her, but please refuel her when you bring her back.
And how did you manage to wake up 4 guardian drones simultaneously? 2 ok, that I can understand, but 4? In any case:
- try to spot them when they wake up and deal with them immediately
- handle the pips on your SRV
- if all else fails, play hide-and-seek until your shields have regenerated (or if you need to do a quick hull repair on your SRV). The drones move rather sluggish and seem to have trouble with the concept of you taking cover
There are a few sites that I have run that spawn 4 when you scan the blueprint. Of course unless you really need the mats you can turn tail and run at that point rather than fight. But it is possible to get 4 to spawn.
There used to be a pre-3.3 video guide around somewhere... found it:
Apart from that: why, for Pete's sake, an otherwise unengineered (I assume - with that jump range) Krait Mk.II? Ideal for this job are the ships with a large jump range, small footprint and one or two utility slots on the top, like DBX or Dolphin. My Dolphin is still parked in the Pencil Sector base, the keys are with the station master. Feel free to borrow her, but please refuel her when you bring her back.
And how did you manage to wake up 4 guardian drones simultaneously? 2 ok, that I can understand, but 4? In any case:
- try to spot them when they wake up and deal with them immediately
- handle the pips on your SRV
- if all else fails, play hide-and-seek until your shields have regenerated (or if you need to do a quick hull repair on your SRV). The drones move rather sluggish and seem to have trouble with the concept of you taking cover
I managed to spawn 5 on my first try. watching your SRV health go down rapidly while you are spinning and bouncing around like you are on the craziest fairground ride ever, is fun.
I just bought the Krait MKII and my jump range is a measly ~17ish ly, and its brutal getting anywhere. I figured my option was to get the Guardian FSD, but when I finally got the the site I got WRECKED by the Guardians. I know people say to park your ship near the site and use point defense to help but that didn't really do much. I don't even think the point defense shot ANY missiles down. Any tips?? Thanks
- Landing the ship near the site with deployed hardpoints. I am not sure if that makes a difference actually, but my point defence was very good at sniping missiles so far.
- I usually fly and drive with hotas, but just for the sake of those Sentinel things I also mapped SRV controls to my keyboard on WASD and drive assist on F.
- As soon as Sentinels show up I lure them away to a place with enough space to drive (or shoot them straight away if they are stuck).
- I put all pips on weapons and the rest on engines for longer shooting and better agility for dodging, and activate turret mode.
- I turn off drive assist because I don't want to set a fixed speed with keyboard keys.
- I drive using WASD and use the mouse for turret control. Takes a bit of practice because the SRV will not drive into the direction you are looking at, but that's actually the trick. You can strafe and don't have to stand still or head straight at the Sentinel to hit it.
- IMPORTANT: as soon as you are taking hits change a few pips to sys for additional shield strength and recovery.
At some point they might hit you and you tumble around. Best deactivate turret mode right away before the game does it for you and use vertical thrusters to counter your tumbling. If you are unfamiliar with those, practice or wait until the SRV is sitting still again. You will lose some valuable seconds though.
Also have some material for rearming the turret and repairing the SRV with you.