PvP Starting down the PVP road :) Looking for Krait Builds suggestions.

Powderpanic

Banned
https://s.orbis.zone/2bvg

Bit stronger and I would question if you are starting down the PVP route if rails are a good idea?
Most people you fight will be boosting all over the shop and you will need to be an FAO Lord to land the shots reliably.

Powderpanic
The Voice of Griefing
 
Don't.

Get one of the vessels designed for PvP.

The Kraits seem to suffer from all or nothing pitch mechanics.

Not a ship thats suited to being reliably accurate, or manuverable. (it's acceleration is bargin bucket poop tier levels)

Get FAS/Chief/FDL. The Kraits are pigs man.
 
Kraits a big rebuy for a rookie. Maybe try a Vulture?

Chieftain and FAS are decent mediums for learning the basics as well.
 
Any ideas how to deal this Anaconda with your kraits?

edit: need to balance hrp to rise thermal resistance obviously. My bad, was in a hurry.
 
Last edited:
As the subject states,

This is what I am thinking for a Build.
Thoughts Suggestions.

https://s.orbis.zone/2bv7


That need some work.

No matter what ship you get, you need to optimize for pvp.
That means a G5 armored PP if you can swing the power, reactive bulkheads, ditching the fuel scoop etc.
I can't think of a good reason to undersize a weapon/hardpoint for PVP either.
Try Pacifiers or PAs in the c3s if you must use a Krait.
You'll also generally want charge enhanced/super conduits on your PD.
Do HD/deep on all the MRPs except the smallest one, and go thermal/deep on that one.

FDL, Chieftain and FAS are better choices if you want to get serious.
I like flying the Krait but it has a lazy arc.
 
Don't.

Get one of the vessels designed for PvP.

The Kraits seem to suffer from all or nothing pitch mechanics.

Not a ship thats suited to being reliably accurate, or manuverable. (it's acceleration is bargin bucket poop tier levels)

Get FAS/Chief/FDL. The Kraits are pigs man.

This^^^ it takes a lot of skill to survive in a Krait. That's why I no longer PvP in mine.
 
The two Kraits are great ships for casual engagements but suffer from atrocious thruster curves.
This doesn't seem to bother a lot of people but in serious PvP dodging opposition shots is just as important as landing your own.

In my experience this concept is often overlooked by many just starting to git gud.
 
Last edited:
This^^^ it takes a lot of skill to survive in a Krait. That's why I no longer PvP in mine.

I'd say more luck than skill.

Or by just running a click win loadout/reversing constantly with that broken distro.

That being said, if it could accelerate and pitch effectively then it would be stupidly overpowered. So I'm glad its handling dynamics are poop tier.
 
I'd say more luck than skill.

Or by just running a click win loadout/reversing constantly with that broken distro.

That being said, if it could accelerate and pitch effectively then it would be stupidly overpowered. So I'm glad its handling dynamics are poop tier.

Woah woah woah, full stop here, please! :) Are you talking the MK2 or the Phantom?

While I agree on the Mk2 being a sitting duck, the Phantom is a terrific PvP ship to learn the ropes in and not die. I didnt since flying it. Flown at optimum mass she does 591. With 4 pips to ENG she is really agile. And with permaboost at 2 pips and 5 boosts on 1 you can outrun pretty much every FAS/Chief/FDL. You NEED to juggle your pips properly for it to work tho. But in mid-tier to endgame PvP speed is king. I took Elpapos build from the other thread, modified it a bit and am flying now with close to 3k hull and 500 shields.

I´m running 2 loadouts:

2 gimballed large Phasing Bursts / 2 medium MCs w emissive and autoloader. Thats the Meta FDL/ Shield Tank hard counter. The Large Bursts are magical. At the right distance you´ll chew hulls like cinnamon rolls. Its not a killer build tho. Most people will wake out before shields drop. Wannabe CG gankers sometimes not so much. I´ve taken down poorly built/flown Cutters and Vettes with it.

2nd loadout is closer to the Phantoms heart. Its a jousting ship. With 2 large SRB/TC PAs and Drag/Oversized Packhounds its a DPS monster. The Packhounds keep it cozy warm and a full PA volley at 120% heat gives 470 damage or so. And the Phantom can take the heat with ease. Still need to learn to land PAs consistently tho. And made the mistake of going full G5 on the PAs. Need to make another pair at G4 for full 2km range.

YMMV tho :)
 
Last edited:
Woah woah woah, full stop here, please! :) Are you talking the MK2 or the Phantom?

While I agree on the Mk2 being a sitting duck, the Phantom is a terrific PvP ship to learn the ropes in and not die. I didnt since flying it. Flown at optimum mass she does 591. With 4 pips to ENG she is really agile. And with permaboost at 2 pips and 5 boosts on 1 you can outrun pretty much every FAS/Chief/FDL. You NEED to juggle your pips properly for it to work tho. But in mid-tier to endgame PvP speed is king. I took Elpapos build from the other thread, modified it a bit and am flying now with close to 3k hull and 500 shields.

I´m running 2 loadouts:

2 gimballed large Phasing Bursts / 2 medium MCs w emissive and autoloader. Thats the Meta FDL/ Shield Tank hard counter. The Large Bursts are magical. At the right distance you´ll chew hulls like cinnamon rolls. Its not a killer build tho. Most people will wake out before shields drop. Wannabe CG gankers sometimes not so much. I´ve taken down poorly built/flown Cutters and Vettes with it.

2nd loadout is closer to the Phantoms heart. Its a jousting ship. With 2 large SRB/TC PAs and Drag/Oversized Packhounds its a DPS monster. The Packhounds keep it cozy warm and a full PA volley at 120% heat gives 470 damage or so. And the Phantom can take the heat with ease. Still need to learn to land PAs consistently tho. And made the mistake of going full G5 on the PAs. Need to make another pair at G4 for full 2km range.

YMMV tho :)

You make a good distinction. I was referring to the MK2 as a deathtrap. I have a phantom PvP setup that I enjoy for the reasons you mention in your post. That little bit of extra speed and effortless pip management makes all the difference.
 
2 gimballed large Phasing Bursts / 2 medium MCs w emissive and autoloader. Thats the Meta FDL/ Shield Tank hard counter. The Large Bursts are magical. At the right distance you´ll chew hulls like cinnamon rolls. Its not a killer build tho. Most people will wake out before shields drop. Wannabe CG gankers sometimes not so much. I´ve taken down poorly built/flown Cutters and Vettes with it.

2nd loadout is closer to the Phantoms heart. Its a jousting ship. With 2 large SRB/TC PAs and Drag/Oversized Packhounds its a DPS monster. The Packhounds keep it cozy warm and a full PA volley at 120% heat gives 470 damage or so. And the Phantom can take the heat with ease. Still need to learn to land PAs consistently tho. And made the mistake of going full G5 on the PAs. Need to make another pair at G4 for full 2km range.

Let me start by saying I like your loadouts as they made me think. It's quite likely I'd have to wake from these loadouts from some of the ships I fly often. They are interesting and effective loadouts. Some of your claims are overstated though.

The first loadout is not at all a meta FDL counter. A 1v1 setup FdL will have dual chaff. You won't be landing much on it. As far as vettes/cutters, these are easier targets than FdL by virtue of being larger and slower. Just takes a while to whittle down the hitpoints.

The second loadout carrying packhounds and a high top speed is the "click to win" sort of stuff Turnip was getting at. I can see it being effective, but if a phantom reverski'ed and sent packhounds my way I'd wake too. What's the point.

But you're jousting not reverski'ing so that is fair. But it's going to be hard to land those PAs consistently on a well flown FdL and any build that runs heat cannons or similar is a hard counter to those Thermal Conduit PAs. Your internals will melt as you'll be spiking way way way higher than 120%.

So I can't agree they are meta counters. The FdL will always have the obscenely overpowered boost multiplier and the extra 2 utilities. Assuming equal piloting, I can't see anything really beating it 1v1 consistently. Those factors are huge.

Also the heat cannon vulnerability is very real. Some folks feel heat cannons are bad form but those same folks think packhounds are bad form. Admittedly, you will rarely if ever encounter this. (Unless you advertise your build on a forum and someone tries to deliberately counter build [smile] )
 
Last edited:
Let me start by saying I like your loadouts as they made me think. It's quite likely I'd have to wake from these loadouts from some of the ships I fly often. They are interesting and effective loadouts. Some of your claims are overstated though.

The first loadout is not at all a meta FDL counter. A 1v1 setup FdL will have dual chaff. You won't be landing much on it. As far as vettes/cutters, these are easier targets than FdL by virtue of being larger and slower. Just takes a while to whittle down the hitpoints.

The second loadout carrying packhounds and a high top speed is the "click to win" sort of stuff Turnip was getting at. I can see it being effective, but if a phantom reverski'ed and sent packhounds my way I'd wake too. What's the point.

But you're jousting not reverski'ing so that is fair. But it's going to be hard to land those PAs consistently on a well flown FdL and any build that runs heat cannons or similar is a hard counter to those Thermal Conduit PAs. Your internals will melt as you'll be spiking way way way higher than 120%.

So I can't agree they are meta counters. The FdL will always have the obscenely overpowered boost multiplier and the extra 2 utilities. Assuming equal piloting, I can't see anything really beating it 1v1 consistently. Those factors are huge.

Also the heat cannon vulnerability is very real. Some folks feel heat cannons are bad form but those same folks think packhounds are bad form. Admittedly, you will rarely if ever encounter this. (Unless you advertise your build on a forum and someone tries to deliberately counter build [smile] )

Ah yeah I see your points! Just ran into my first heat attack with the PA/PH build last night and limped away with half of my modules being red hot jelly :O

As for the FDL meta counter, it does ineed sound a bit like a generalization. Apologies! Equal skills assumed and a final kill in mind, you´re absolutely right. Assesing it from my own (and the OPs) noobish perspective, its rather refreshing to be able to do relatively significant damage to usually untouchable builds. As I wrote above, its not a killer build per se. But allows to stay and do at least something. The usual suspects at CGs usually just jump me once. I´ve flown a Viper Mk3 with unengineered hull for the most part of my short PvP career. So I´m rather confident in evading. And then even more so in my 590mps/3k hull/fast charge 500 biweave Phantom. While evading and refreshing shields for the most part, I can whittle at their hull for as long as they wish to stay. Which feels oddly satisfying after having to run most of the time :p
 
Last edited:
The first loadout is not at all a meta FDL counter. A 1v1 setup FdL will have dual chaff. You won't be landing much on it. As far as vettes/cutters, these are easier targets than FdL by virtue of being larger and slower. Just takes a while to whittle down the hitpoints. So I can't agree they are meta counters. The FdL will always have the obscenely overpowered boost multiplier and the extra 2 utilities. Assuming equal piloting, I can't see anything really beating it 1v1 consistently. Those factors are huge.

There are ways for gimball weapons long as they are hitscan, to deal with chaff. But I guess it can be difficult and not so obvious for anyone.

With dealing against dual chaff meta Fdl's, I use packhounds or just de-select taget depends on situation. Sure you cant stay much as evasive during de-select, since bursts are used like fixed, but it is possible to maintain decent ToT either of ways. I used fixed for long time, quite long time ago, even before RNG age, so thats why I dont have any problems with hitting shields of my tagets, while on de-select. And with this bulid, hitting shields is all I need.

If you can keep up being alive within 10 mins, chaff runs out too. Even then, fight is usualy over within less than 10 mins as either I do manage wear down hull to point when most FDL's runs away, or I did screw up and lost wich not happen yet in this bulid... I cant say I did much of 1v1 fights with this very bulid, maybe 10 or 15, since I dont play a lot anymore, but yet so far, proved very effective against typical meta FDL's for me... or maybe all of those I fought so far, was not something special, wich maybe was the reason. That said, still have to "test" my bulid against someone really good, like someone from very top of PVP, so I would be sure thats the meta counter.

I can see why it wont work for most folks, it takes lot of practice to have it work this way... I say, either years of experience or some kind of extraordinary talent...
 
Last edited:
I should add that I play on XBox which, I believe, has a slighltly different player demographic than on PC. Less hardcore Kb/M PvP and more casual players who grind for the Meta but actually cant use it to full effect. Also, I dont participate in heavy clan PvP but sit in hotspots and let myself be interdicted. From a scan, that loadout looks like a PvE beginners setup. Burst lazors & Multicannons? And the Bursts in the large hardpoints? B!tch please...! So players expect rather easy prey and suffer from tunnelvision. By the time they bother to look more closely, half their hull is gone and their shields are about to drop. Sometimes I´ll then have my shields drop on purpose too so they enter rage mode. You wont believe what happens next [yesnod]

So its not only about the build and flying skills but tactics too :)
 
Last edited:
Back
Top Bottom