Ships Newly Engineered Krait MK2-Loadout Critique and Tips To Stay On Target

Hello wonderful ED community,
After much asking, reading, grinding, unlocking I finally now have almost complete Grade 5 engineered Krait MK2.
https://is.gd/7yicFy

Have been trying to figure out a build to use in both CZ and Res. My Krait just came back home last night after paying visit to numerous Engineers and had a chance to take it out for a spin in a High Res. I heard many people saying their Thermal Vent Beams vents so much heat to the point that it freezes the cockpit. It was really cool to finally see it myself. :)

The only critical module I do not have Grade 5 yet is the Thruster. It is only to Grade 3 Dirty Drag. Need to go on a 5k LY explo to unlock Paulin. I added the PA on the centre large HP because I am also learning to use Fixed. I am liking the DPS it is putting out and the survivability with all the GSRP. Only major issue I seem to have right now is staying really close to target. I am finding myself jousting a lot and unable to turn quickly enough to get behind enemy ship when they make a pass. I know Grade 5 DD thruster will probably help with that.

So my question is do you have any tips/suggestions for this build and how to be more maneuverable in Krait?
 
The Krait(s) have very high efficiency thrusters that allow regular boosts on just one pip to engines, I use boost turns (pitch up and hit boost) to enhance the Kraits average agility, as to loadouts I try to keep weapons to just two types say beams and MC as multiple lead indicators can become confusing in the heat of battle.

Here's several builds I use

For pirate threat zones (civil unrest system state) https://s.orbis.zone/5kyz

Hazres the beams will be more than enough for up to Python size add the MC's for Condas https://s.orbis.zone/60c_

The two extremes of shield installation are bi-weave + resistance boosters and high capacity + heavy duty, I favour the first approach as the rebuild regen times are much shorter.
 
Blue zone, pips, Fa off, boost turns are all great things to use.

Engineering wise, going full dirty on your drives will obviously have a large impact.

Lowering your ships weight will also increase its manouverability.
  • shield tank as yours could get away with lighter armour for example (lightweight mod) = 57 t saved
  • 6A PP armoured/monstered (you'll need to drop shield boosters to C grade to reduce power demand) = 20 t saved
  • Sensors: light weight A rather than long range D = 24 t saved
  • drop the heavy duty shield boosters = 10 t saved
  • size 3 fuel tank = 24 t saved

That would drop 135 t, which would have an additional benefit on thruster performance (another 14 m/s boost still at G3 Dirty)

Lighter weight G3 Dirty https://is.gd/VSRNvq
 
Last edited:
That would drop 135 t, which would have an additional benefit on thruster performance (another 14 m/s boost still at G3 Dirty)
WOW! Haven't noticed about these extra weight at all! That does help to increase the maneuverability a bit.

I have both FA and boost configured in the hotas and do use it time to time. But between PIP management and being under fire i seem to be out of blue zone and boosting at the wrong time. I just need practice. I am however glad to see no comment similar to 'Go get vulture'. :D
 
Well a Vulture is better at staying on someones tailpipe ;)

I find that doing something silly/unexpected can break the joust routine. If both ships are always pointing their guns at each other, the only outcome is a circling joust..

Best luck, go get em tiger!
 
  • Sensors: light weight A rather than long range D = 24 t saved

Very good list Geo. Might I suggest the OP try 6D G5 Lightweight sensors.
I find the A rated ones to be extremely jumpy with gimball weapons. D rated
has a kind of "dampening" effect, in addition to saving an extra 4.8 t.
Unless of course you need the extra range. For me 5.40 km is plenty though.
X.
 
Day #2 run in the original loadout. Only change I applied based on the suggestion provided so far is, went from Heavy Duty Military bulkhead to Light Weight Military shaving off 54T. May be it was the combination of lighter mass and more practice time, I was able to land more shots. For the first time I made 5.8 Mil Cr just from HazRes from about 40 minutes run time.

I dont have any benchmark as how much Cr is expected from a given period but this was the highest I personally made thus far and all from HazRes. I was never able to stay at a HazRes as long as I wanted to. Either my shield dropped too frequently and I was constantly running from line of fire to recharge or ran out of MC ammo too fast. Ship was never engineered to current level either. In entire 40 mins my shield never dropped completely and I still had almost 70% MC ammo left.

I observed few things from this run with current loadout.
  • I can kill smaller ships like Eagle for example with just beam thus conserving tons of ammo.
  • My PA shots seems to be easily dodge able by just about any ships. One point I shot the PA straight at a FDL with 100 assurance that it was going to hit but the FDL boosted off missing my PA shot.
  • Combining momentary FA off with Boost seems to make the Krait turn much faster as it already had been suggested.

My FA off maneuver was not nearly perfect by any standard by I could bring the enemy ship in the vicinity of my FoV much faster than before. I do not have Bill Turner unlocked yet so cannot engineer my PA. But I do have Todd and enough Mats to G5 couple Rail guns with Short Range+Super Pen mod.
Any suggestions on using Rails vs PA for long term viability? I tried rails to see what they are all about and familiar with that charging time when trigger is pulled.

Very good list Geo. Might I suggest the OP try 6D G5 Lightweight sensors.
I find the A rated ones to be extremely jumpy with gimball weapons. D rated
has a kind of "dampening" effect, in addition to saving an extra 4.8 t.
Unless of course you need the extra range. For me 5.40 km is plenty though.
X.
I think I will go with D Sensor with Lightweight. With my current D sensor with Long Range I seem to be able to lock from great distance sure, but I found myself still travelling the distance while waiting 5.4 km range does not seem be a deal breaker at this moment. If I was a pro with fixed long range weapon may be that extra range would be helpful.
 
Stock PA shot speed is 875m/s. If you're having problems landing shots, you could try Focused or Long Range engineering, this can get it up to 1750m/s. These can also be useful for shot speed matching - if done right, you can use the gimballed lead from a weapon with matching shot speed to help train your eye for using fixed weapons. Example: a large fixed APA G5 Focused with TLB has the same shot speed as a medium gimballed Canon G5 Long Range with HYS - you can used the Canons gimballed crosshair as a guide for your fixed APA crosshair.
 
btw synths for basic ammo are so cheap. Just re-arm those MCs
a trader will give you loads of lvl 1 mats for a lvl 5 mat
Found this out during engineering runs to mod the Krait. I was really shocked first time how much low grade mats i can get from very few high grade mats. :D
This literally takes care of ammo issue. Once in a while picnic trip to Crystal Shard should keep all mats topped off.

Last night I was traded stuff and got all mats needed to mod the PA and unlocked Bill Turner. Headed off to see him super excited only to find out he demands Bromellite! Doing some mining tonight to finally test the PA with faster shot speed. Can't wait to see how much difference this is going to make to land those shot. I was also surprised to see MC ammo has shot speed of 1600m/s, tad bit slower than modded PA shot speed 1750m/s. Of course long range MC mod boosts the speed to 3200m/s!! Just dont know if this insane shot speed is worth sacrificing dmg /s. Most of my engagements are less than 2000m.
 
Latest update, Mr Billy finally engineered my C3 PA!
Took the Krait out to a High Res for half an hour. I think my running out of MC ammo days are over. I used mostly Beam and PA in that half an hour and only switched to MC for few moments only on large ship like Anaconda to eat the hull a bit then switch back to PA and Beam for the rest.

I modded the PA with Long Range+TBL. I was able to land few extra shots than before. The increased shot speed does make a significant difference. Can't say I am landing all shots but definitely much better.
Thank you everyone for all the suggestions! I think I now have a build that i can live with for a while. The knowledge I gained here is also going to be super helpful on other ships(Challenger) I may try.
 
Back
Top Bottom