Engineers Running a little hot in my Krait Mk2

Greetings CMDRs,

I'm currently engineering my Krait for prolonged combat and I have some difficulties with my weapon hardpoints.

For reference: https://s.orbis.zone/22sj

I'm constantly running quite hot. The burst lasers in combination with the two railguns dish out acceptable damage and the turret is mainly there because I still have some difficulties with hitting Eagles and Vultures.
I tried going efficient on the burst lasers and swapping to efficient, but the lost piercing and early fall off makes it time consuming to engage the bigger pirate lords. Additionally I haven't finished engineering the drives and I'm worried that dirty drives g5 will turn the cockpit into an barbecue even more.

I'm hoping to get some pointers from you to improve the performance of the ship.

Fly safe!
 
^^^ "Web server is down"... You can link directly the coriolis.io build, if you want. The actual build is in the link, not only stored locally.

You can use a thermal vent special effect for a laser and a thermal spread effect for the power plant if you are not doing that already.
 
You're running the largest power plant pretty much close to capacity, and those rails aren't helping there, either.

And you really should have more heat sinks, as you'll need to fire one with every cycle of your SCB.

So - no, unless you are willing to change your loadout, there's not much you can do. That looks like a weird hybrid to me in any case - not much experience with PvP, but if that's a PvE build, what do you want to achieve with it?

--

Edit: Pirate Lords aren't "prolonged combat", so that and the mention of Eagles has me confused.
 
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I believe that you are in constant boost state which the krait allows. Do you want to consider clean drive then? Yeah, I know, it consumes more energy, it is heavier, it is slower, but it does solve exactly your heat issue.
 
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Perhaps you don’t have enough pips to weapons? If your weapon bar depletes and you keep firing your weapons heat generation goes way up. The difference is big and could easily be the cause for your problem.
 
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Perhaps I articulated it wrongly, I'm not a native speaker. With "Prolonged Combat" I mean near to zero downtime between fights. At this point I'm using the ship for PvE in CZ and HazRes and the occasional assassination. The shield usually holds in most fights, so the shield cell doesn't see much use, as long as I'm not fighting a wing alone. I agree that pirate lords on their own are not very dangerous, the remark was meant as a argument for focused lasers instead of efficient lasers, because without the penetration the lasers feel useless against armor and they tend to run away. The eagle remark was made because I'm still having difficulties with consistently targeting very small ships with the fixed guns.

Yeah, I'm pretty much in permanent boost state to avoid damage and to get a good position for my own attacks, perhaps I should try clean drives.

I've also tried pulse lasers instead of burst, but I think they require a longer time on target to dish out equivalent damage, but that may be wrong.
 
Just read the name of your ship - we can also talk in German until the mods find us :).

Back to your ship: if you don't need the SCBs, leave them out. They use an awful lot of power even if you don't use them. Otherwise, my suggestions would be to use efficient thermal vent beams for CZs and frags (if possible, pacifiers) for quick kills. If you want to kill the hulls, use your rails. Maybe put super penetrators instead of plasma slugs on them - that'll add penetration to snipe the power plants and in addition further reduce the thermal load.

Next: put her on a diet. Your thrusters have a minimum mass of 622 tons, you're running at 833. This is my quick kill loadout. The beams are good enough for small ships (no use in wasting frag ammo on them), the shields are good enough to face tank the average NPC Anaconda. The two empty slots are for mission specific loads - interceptor, collector, cargo, whatever. Yes, you have to get close - but the Krait is still agile enough to do that, even against FdLs - and with these Pacifiers, you only need to get close for a short time. The downside is, of course, the limited ammo of the Pacifiers. You could almost double that by going for overcharged instead of rapid fire (or double shot), at the price of a much longer reload break.

On the other hand, if you want to focus on CZs, forget about the Mk.II. Get a Vulture with two efficient thermal vent beams, or one of the Alliance combat ships in a full beam loadout. Yes, efficient means you have to get close - but the Vulture is fast and agile enough for that, and the Alliance ships aren't much worse.
 
Are you frying your modules to the point they can't be used? Otherwise, I'd not worry about it. My PvP ships are screaming "warning critical blah blah" the entire fight as I'm usually running plasma's, rails and dirty drives. But it's never a problem, just the annoying "warning" and remembering to lay off a second when I start getting over 130% I believe it is.
 
I think english is better, simply because my posts are still moderated ;-).

@Ashnak: The Diet might be really necessary, your Krait looks a lot more agile. I added the SCB as an equaliser, when I fired my SLF Pilot because he was leeching my combat rank. But I could also simply recharge by leaving the fight for a while. I haven't met NPCs fast enough to follow me and the hull can take some beating if necessary. That would give me some energy and 40 tons to work with.

In regard to the weapon change, I'm trying to avoid the refills. That's why the railgun is just short range 1, which just removes the damage reduction of the plasma slugs, while just slightly lowering the range and slightly strengthening fall off, but SR1 doesn't add heat. Additionaly I'm trying to get better at sniping modules with fixed weapons, so frags are at least for the moment not what I'm looking for.
I'll try the beams. I avoided them until now because of their bad penetration value in comparison to focused pulses or bursts.

@Jack Sparrow: I actually didn't try to just ignore the heat damage to see how bad it actually gets. That might be another solution, maybe a small AFM would solve this.
 
The build is ok, considering... You need to grade 5 some things, like Thrusters and other components.

Regarding the heat, the main problem are the weapons: use efficient beams with thermal vent. Also, keep the rails if you like to practice with them, but mod them with sturdy and super penetrator or feedback cascade (or both, one each). This will reduce their heat with over 50% at grade 5. Recharge through synthesis, if you are out of ammo.

Other thing that you can do is to change the Power Plant special effect to thermal spread, instead of monstered. You will still have enough power, but I recommend to use power priorities, for at least 3 levels (if not 5).

Keep the SCB, it's good in an emergency if you are about to loose the shield. You will be so cold with efficient + thermal beams vent that you will use the SCB without heatsink probably.

I would use gimballed though, not turrets (still usable when the target spams chaff, by deselecting the target - with turrets, you will have to change to forward fire first). With the turrets you may empty the WEP and you'll stop firing at all, without being able to control when to fire or not, to allow WEP to recharge. Turrets are good with low PD usage weapons, not class 3 lasers.
 
Greetings CMDRs,

I'm currently engineering my Krait for prolonged combat and I have some difficulties with my weapon hardpoints. For reference: https://s.orbis.zone/22sj I'm constantly running quite hot. The burst lasers in combination with the two railguns dish out acceptable damage and the turret is mainly there because I still have some difficulties with hitting Eagles and Vultures.
I tried going efficient on the burst lasers and swapping to efficient, but the lost piercing and early fall off makes it time consuming to engage the bigger pirate lords. Additionally I haven't finished engineering the drives and I'm worried that dirty drives g5 will turn the cockpit into an barbecue even more. I'm hoping to get some pointers from you to improve the performance of the ship.
Fly safe!

My Krait Mk. II is sometimes used for fighting Thargoid scouts. I have three size 3 turret AXMC on the upper hard-points and two size 2 gimbal beam lasers on the lower hard-points. The beams are modified for long range since they do little damage to the scouts but the beams also have the thermal vent experimental effect applied. What I use them for is (1) getting the scouts attention at longer ranges and (2) keeping my ship's temperature low.

Often when I drop into a non-human USS there are NPC ships there, being harassed by the Thargoid scouts. Tickling a Thargoid scout with the beam lasers usually gets its attention, makes it drop whatever it is doing and turn toward me. As I engage the scout with the AXMC I also hit it with the beam lasers. As long as a thermal vent beam laser is hitting its target, it cools my ship. Often I can get my ship's heat signature down to 0% while continuously firing my beam lasers and simultaneously chopping up the Thargoid scout with the 3 AXMC.

Alternatively, while fighting the Thargoid scouts, if my ship is hit with corrosive contamination I can use a combination of silent running, boosting and firing my beam lasers with no target selected to quickly heat up the ship and cook off the corrosive contamination.
 
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Thanks for all the help!
I think I have solved the problem. Turns out the focused burst turret effectively stopped much of the cooling. If I switch just the turret to a efficient pulse laser, the loadout works well. It still tends to run hot if I have a very good time on target ratio, but the heat damage is miniscule. Here the thermal mod for the powerplant might completely solve the heat problem, but at this point accepting the heat damage gives the ship more adaptability of an bigger energy production. This way I can also keep the shield cells.
The efficient thermal vent beam laser solution also works impressively well. I can practically perma-boost without ever getting above 60% heat. I still have the impression that the focused burst lasers are better at destroying the hull, but the beam lasers might even be slightly stronger at <900m.
 
You can change the experimental effect to Thermal Spread on the PP to knock the heat down a tad and still have enough power (99.9% used)
 
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