Ship Builds & Load Outs Krait Rate my Krait

BEHOLD

Hello everyone! Been playing Elite for a few weeks now and loving it. Recently purchased and fell in love with the Krait mk2 and began to trek down the path of engineering. So I've finally given some serious thought to a ship build. What I have her setup for right now is as a HazRes hull tank. I've considered swapping out the 3 slots for something else, possibly fuel scoop and SRV bay for a more general purpose build. Maybe, we'll see. So yeah give me your thoughts on my build and maybe some suggestions (if you would be so kind) as to some things I could possibly do to give it some more general purpose utility.

FYI i should probably mention that I have no interest in the SLF bay. I love the idea of it but hate that it's full functionality is locked behind multicrew. So I pretend it doesn't exist.
 
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Looks ok.
Personally I'd change one shield booster to an ammo upgraded chaff, and with the reinforced bi-weave you're using I'd use one of each heavy duty, thermal, and res augm boosters, all with supercaps. Upgrade to grade 5 as soon as you can (applies to all engineering).
If you power down the afmu (which you won't need imho) you an use a c6A powerplant, apply armored.
Sensors I always use D-rated with long range 2 or 3.
If you have money to spare, use reactive armor (either heavy duty or lightweight, depending on if you like more hull or speed)
in combination with your smallest HRP engineered with thermal resist. The other HRPs all get heavy duty.
Advice on your weapons: you have only gimballed weapons, if your enemy chaffs you have to deselect your target to use your gimbals as fixed.
But I would advise to add fixed weapons from the start, to get a feeling for them.
Also I'd advise to use the bigger weapons slots for multicannons, and the smaller for beams. Or just use two rails in the c2s and three multis in the c3s.

This chews through enemies like nothing...
 
I'm a huge fan of the Krait mk2 (I own 7 at last count! and several Phantoms as well), I've a lot of builds but this one works for HazRES and pirate threats equally well


Adding corrosive experimental to one of the MC's is worth doing, I'd drop the AFMU as it's more suitable for exploration builds (it doesn't repair hull and the modules need to be powered down for it to work so that excludes the the power plant too) replace it with more cargo space hull/module packages.

A fighter with a well trained NPC pilot can be very effective ( it can add as much DPS as a large beam laser) so you should check out how it works in combat before dismissing it.
 
Good start CMDR. Now get the rest of that engineering done. The MKII is a beast when it's done right.
Here is my interpretation of your build (maxed out, of course):
Don't forget to set the power priorities!
o7
edit:forgot to change Sensors to D rated..
 
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It seems I am the only one who ever actually rates the ship in these rate my ship threads :D

I give it a 5 out of 10.

My advice to bring that score up would mirror what Bigmaec wrote, that is good advice.

What I struggle with when replying to these threads is how to properly assess another ship when the build diverges from what I feel is best. There's more than one way to skin a cat, but it's difficult to separate my preferences in an objective way. For example, the AMFU. I feel it has no place on a ship like this, and especially in a class 6 slot. But does that mean it's wrong? I'm fond of trotting out the phrase 'blaze your own', meaning follow your own vision and don't let my (or others) opinion sway you from the vision you have. So take it for what it's worth.

That said, I'd suggest making an effort to bring the thermal resist number way up, with a goal of getting it nearer 50%. Thermal protection is the most important for shields. I'd also look to lighten the ship, increasing speed and jump. Swap the sensors for G3 long-range D and the life support to D as well. You can synthesize as long as you have the common mats on board in the rare event you actually need life support. A few changes here and there could drop the power overhead and allow a smaller class power plant, further reducing the mass and increasing performance. Completing the efficient engineering on the beams for example will allow this.

As mentioned above, I'd also look to get some corrosive in the build. I would suggest swapping out the large center-line beam for a overcharged corrosive multicannon, and put overcharged autoloader on the two mediums.

Swap the AFMU out for a cargo rack (or replace one of the smaller HRPs). I assume the class 2 cargo rack is for limpets? Four limpets is a low number to carry.

I'd also remove the armor to save weight and go with HD stock alloy. But again, I am just turning your ship in to my ship and I must resist this compulsion. In summary, I would be looking for ways to lighten the ship and increase the shield protection (especially thermal). It's also difficult to assess the ship when the engineering is partially complete. It might be more useful to post the ship as it will be when your choices have been engineered fully, even if it is not there yet.
 
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One questions about the proposed builds. Trying to improve my Krait and checking the builds of other players.

1. (CMDR X) Why 3x large Beam lasers and 2x medium MC? I thought MC damage is affected by the size of the target and medium and small MC do less damage against larger ships. - I use a 3x large MC and 2x medium beam laser. Assumption was that lasers do the same damage to all kind of shields and Large MC have no damage loss against larger ships plus are a good support to strip shields.
 
I split that difference and I think my crate Krait(s) is in this thread. I use one large (centerline mounted, overcharged, corrosive) and two medium multicannons (overcharged, autoloader) with two large beams (efficient, thermal vent). That is also an option.

Upon actually looking and realizing this isn't the thread I thought it was here are mine in case it may be of some use. Poison Whiskey is the one intended to be a combat craft.

Parabellum Krait II -- Armed Merchant Cruiser / Rumble Bus

Poison Whiskey Krait II -- Combat Sweeper / Scout Sniper

Twin Reverb Krait II -- Core Mining Vessel
 
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