Engineers This is my Krait (help with engineering needed)

This is my Krait. There are many like it but this one is mine. My Krait is my best friend. It is my life. I must master it as I must master my life. Without me, my Krait is useless. Without my Krait I am useless. I must fire my Krait true. I must shoot straighter than my enemy, who is trying to kill me. I must shoot him before he shoots me. I will.

That said, this is my Krait:
https://coriolis.io/outfit/krait_ph...oBhBmUDYAsICmBDA5gG2SEBGCQkKEoA=&bn=Dark Star

I am currently busy unlocking all Engineers and when I am done, I'll try to get the best out of my ship. Being a total noob at engineering I have no idea which mods I should pick. The load out as posted above should pretty much stay like it is since I am a multipurpose guy. I don't necessarily need the SCBs and SBs though. But maybe I forgot about something crucial? Something wrong with the choice of weapons?

I don't want to go the route of min-maxing, the ship should stay as versatile as possible. Which mods can you recommend?

I also have no clue about guardian modules, is there something mandatory?

Lastly I am a PvE player but there is nothing wrong about being able to run from another player.

Thanks!

EDIT

So I am almost done with the important stuff. Thanks again for all the tips!

I'll switch to the Phantom when 3.3 goes live, luckily I can keep all modules except from the armour which I didn't engineer yet but got all needed materials. Here is the current loadout for 3.3:

https://coriolis.io/outfit/krait_ph...oBhBmUDYAsICmBDA5gG2SEBGCQkKEoA=&bn=Dark Star

I got two free size 3 slots, can't decide if I go for HRPs, MRPs, some Guardian stuff or even collector limpets. Any tips? Also what about all the boring stuff like life support, sensors, shield cell banks, fuel scoop, point defense and chaff launcher?
 
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Switch the A rated shield with a bi-weave with thermal resistance mod and fast charge special.

I would ditch one chaff for a heatsink and i wouldnt run an all gimbled loadout.. gotta have at least one fixed.

My own Krait runs dual s3 PA, s3 TV beam and dual fixed forceshell cannons.
 
Love the Full Metal Jacket reference. :D

Main thing about your build, is shields are weak at the moment, as is speed and boost speed.
G5 5 dirty drives give me 554 boost speed.
Shields are at 1093Mj with re-enforced G5 Hi-Cap special
Armour is 1390 with heavy duty mil bulkheads.
Cargo 80T

I recently added the guardian FSD booster to all my ships, but it cannot fit into a military slot,, so I had to ditch either some cargo space, or HRP, or AFMU.
Keep engineering, the Krait is worth the effort.
 
This is my Krait. There are many like it but this one is mine. My Krait is my best friend. It is my life. I must master it as I must master my life. Without me, my Krait is useless. Without my Krait I am useless. I must fire my Krait true. I must shoot straighter than my enemy, who is trying to kill me. I must shoot him before he shoots me. I will.

That said, this is my Krait:
https://s.orbis.zone/DF-JDB_A

I am currently busy unlocking all Engineers and when I am done, I'll try to get the best out of my ship. Being a total noob at engineering I have no idea which mods I should pick. The load out as posted above should pretty much stay like it is since I am a multipurpose guy. I don't necessarily need the SCBs and SBs though. But maybe I forgot about something crucial? Something wrong with the choice of weapons?

I don't want to go the route of min-maxing, the ship should stay as versatile as possible. Which mods can you recommend?

I also have no clue about guardian modules, is there something mandatory?

Lastly I am a PvE player but there is nothing wrong about being able to run from another player.

Thanks!

"This is my Krait, this is my gun, this is for fighting this is for fun!"
 
Switch the A rated shield with a bi-weave with thermal resistance mod and fast charge special.

I would ditch one chaff for a heatsink and i wouldnt run an all gimbled loadout.. gotta have at least one fixed.

My own Krait runs dual s3 PA, s3 TV beam and dual fixed forceshell cannons.

Thanks!
I never used a heat sink and the ship barely goes about 100% when firing all weapons, a SCB and boost at the same time. I'll keep it in mind though if engineering increases heat levels.
How about changing the gimballed pulse lasers for fixed bursts?
 
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Bulkheads: Lightweight, maybe Heavy Duty (depends if you value maneuverability over slightly more hull) - Experiemental: Whatever, they're all pretty irrelevant.
Boosters: 1 Heavy Duty / 1 Resistance Augment - Experimental: Flow Control. (That being said, 2 HDs will give you better passive shielding for weaker active, while 2 RAs will give you better active for weaker passive).
Powerplant: Armored, best all round performer - Experimental: Monstered if you need more power, Flow control if not.
Thrusters: Dirty Drives - Experimental: Drag Drives.
FSD: Increased Range - Experimental: Mass Manager.
Distributor: Charge Enhanced - Experimental: Super Conduits.
Shield: Thermal Resist - Experimental: Whatever takes your fancy, they all have pros and cons (I personally prefer Force Block).
Multicannons: Overcharged - Experimental: One corrosive, rest, if you can get away with it, Incendiary rounds. Mod one at a time and check your heat. If there's too much, autoloader.
Pulses: Efficient - Experimental: Whatever, Pulse exps are pretty terrible.

For actualy loadout, I'd swap the pulses for bursts (they have better DPS and DPE), I'd dump a chaff for another shield booster and I wouldn't aim for an all-in-one loadout; just because a ship can do everything, doesn't mean it's loadout should be designed to, jack of all trades, master of none kind of thing. When I had a Conda, I had one config for cargo, one for combat, because a half-way would have sucked at both. I'd recommend keeping a 6A SCB in storage at the very least; when you feel like some combat work, ship it over and swap out the passenger cabin for it, you don't need the cabin for combat, and a 3A won't cut it if you get into a bad spot.

As for gimballed vs fixed, it's up to you. If you can stay on target reliably with fixed, they're better, however you need ~80% uptime on fixed to beat gimbal DPS, which is a big ask, even in PvE. You don't "need" fixed weapons, min/maxers prefer some fixed to counter chaff, but gimballed is still a more enjoyable experience for most CMDRs, especially those who don't main combat.
 
Bulkheads: Lightweight, maybe Heavy Duty (depends if you value maneuverability over slightly more hull) - Experiemental: Whatever, they're all pretty irrelevant.
Boosters: 1 Heavy Duty / 1 Resistance Augment - Experimental: Flow Control. (That being said, 2 HDs will give you better passive shielding for weaker active, while 2 RAs will give you better active for weaker passive).
Powerplant: Armored, best all round performer - Experimental: Monstered if you need more power, Flow control if not.
Thrusters: Dirty Drives - Experimental: Drag Drives.
FSD: Increased Range - Experimental: Mass Manager.
Distributor: Charge Enhanced - Experimental: Super Conduits.
Shield: Thermal Resist - Experimental: Whatever takes your fancy, they all have pros and cons (I personally prefer Force Block).
Multicannons: Overcharged - Experimental: One corrosive, rest, if you can get away with it, Incendiary rounds. Mod one at a time and check your heat. If there's too much, autoloader.
Pulses: Efficient - Experimental: Whatever, Pulse exps are pretty terrible.

For actualy loadout, I'd swap the pulses for bursts (they have better DPS and DPE), I'd dump a chaff for another shield booster and I wouldn't aim for an all-in-one loadout; just because a ship can do everything, doesn't mean it's loadout should be designed to, jack of all trades, master of none kind of thing. When I had a Conda, I had one config for cargo, one for combat, because a half-way would have sucked at both. I'd recommend keeping a 6A SCB in storage at the very least; when you feel like some combat work, ship it over and swap out the passenger cabin for it, you don't need the cabin for combat, and a 3A won't cut it if you get into a bad spot.

As for gimballed vs fixed, it's up to you. If you can stay on target reliably with fixed, they're better, however you need ~80% uptime on fixed to beat gimbal DPS, which is a big ask, even in PvE. You don't "need" fixed weapons, min/maxers prefer some fixed to counter chaff, but gimballed is still a more enjoyable experience for most CMDRs, especially those who don't main combat.

Thanks! Your suggestions for Engineering sound good and I think I'll follow your advice and switch to bursts. As for the all-in-one loadout, it doesn't just suite my playstyle the best but also helps me with the RP experience. Han Solo would've been able to carry some passengers and cargo and I want to be able to do the same, even when I never or rarely use the modules. A ship without a cabin doesn't feel complete to me. I also almost never use SCBs since I never need them, I am good enough to fight Elite Anacondas in my unengineered Python and know when to run. I am probably not good enough to take a wing of 5 ships down, but that's not my intention anyway. I am happy when I can kill something that is slightly better than my loadout.
 
+1 to most of Nero's advice - most of that is pretty standard all-round combat basics.

Depending on your need for Speed (and credit balance), consider G5 lightweight Reactive/Military hull (-56% weight and +15% resistances). It's not a huge drop in speed, but gives a nice survivability boost when your shields drop.

As for including fixed - I've got three (1 lge, 2 med) fixed double shot frags on my Krait atm and it's maneuverability makes keeping on target easy. I've paired these with either 2 large gimballed beams or 2 large focused PAs. As for heat, the beam combination runs cold, the PA combination heats up with four PA volleys in quick succession, but cools down pretty quickly - especially using quick passes firing all weapons.
 
It appears you are trying to do everything— fuel scoop - fighter bay , passenger cabins etc. Perhaps you could store some of this stuff and use when necessary , the Krait is a mini Python and is multi-purpose but it is essential to make best use of all slots
I use mine for Combat— Thargoid and Haz Res and it is superb when correctly fitted out
 
It appears you are trying to do everything— fuel scoop - fighter bay , passenger cabins etc. Perhaps you could store some of this stuff and use when necessary , the Krait is a mini Python and is multi-purpose but it is essential to make best use of all slots
I use mine for Combat— Thargoid and Haz Res and it is superb when correctly fitted out

Thanks for the help but the multipurpose loadout is not going to change. It's how I enjoy the game the most.
 
Thanks! Your suggestions for Engineering sound good and I think I'll follow your advice and switch to bursts. As for the all-in-one loadout, it doesn't just suite my playstyle the best but also helps me with the RP experience. Han Solo would've been able to carry some passengers and cargo and I want to be able to do the same, even when I never or rarely use the modules. A ship without a cabin doesn't feel complete to me. I also almost never use SCBs since I never need them, I am good enough to fight Elite Anacondas in my unengineered Python and know when to run. I am probably not good enough to take a wing of 5 ships down, but that's not my intention anyway. I am happy when I can kill something that is slightly better than my loadout.

No issues, it's your ship, build it the way you like :)

Also, edit on the powerplant experimental: I meant Thermal Spread, not Flow Control. Might have caused some confusion if you went to Marco looking for an experimental that doesn't exist o_0
 
No issues, it's your ship, build it the way you like :)

Also, edit on the powerplant experimental: I meant Thermal Spread, not Flow Control. Might have caused some confusion if you went to Marco looking for an experimental that doesn't exist o_0

Seems like I got some good suggestions on almost everything.

I like Conchs suggestion to go for Bi-weave shields with fast charge. Question is: Should I try to make the ship as light and maneuvrable as possible to dodge enemy fire and run fast in case of losing shields or should I do the opposite and make the hull more sturdy to better absorb damage while recharging?
 
Seems like I got some good suggestions on almost everything.

I like Conchs suggestion to go for Bi-weave shields with fast charge. Question is: Should I try to make the ship as light and maneuvrable as possible to dodge enemy fire and run fast in case of losing shields or should I do the opposite and make the hull more sturdy to better absorb damage while recharging?

That's all about your play/fight style. I tested my PA/Frag build last night and the 6 Bi-weaves (G5 thermal, fast charge) never dropped even when I was lazy jousting - and I was ripping apart ships much quicker than my Python does. As for weight/speed, I've got 530 boost with Reactive armour and 2X 5D HD HRPs (not the lightest option), which is as good or better than most PvE combat ships, but that's not the Kraits best combat strength - it can boost so often that with a bit FA off/on toggling you can change vectors and boost over and over very quickly - great for PvE wings and PvP fight or flight.

PS: +1 for thermal spread, that solved all my PA heat issues.
 
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Should I try to make the ship as light and maneuvrable as possible to dodge enemy fire and run fast in case of losing shields or should I do the opposite and make the hull more sturdy to better absorb damage while recharging?

The difference between a light and heavy build is usually about 2-3% top speed, boost, jump range, and pitch rate; unless you go absolutely ham and D-class everything. Going heavy on the other hand (Heavy Duty HRP etc) is usually a substantial boon to your hull's hitpoints, however hull hitpoints are rarely relevant. Better question is, how often do you lose your shields? Regularly = heavy. Rarely = light.

Forgoing the long winded discussion on HRP vs SCBs, boosters vs MRP etc etc, TLDR is: you're building a multipurpose, which means you're already short on SCBS, MRP and HRPs. You're also loading up on cabins and cargo racks which don't have lightweight mods, meaning you're already heavy. If you try to go light, your ship will be made out of paper and still have mediocre handling. Go heavy - with one caveat: if you're close to your thrusters' optimal mass limit, try not to go over it.
 
Some good advice there for your Krait.

More broadly with engineering, unlocking engineers that do core stuff is a sensible priority, as it'll benefit every ship you fly (as long as you engineer the mods ofc!).
After that, engineers that do defensive stuff, shields, boosters, armour, HRPs, all that.
Next, engineers that do weapons you commonly use.

Once you've done that (I'd suggest Felicity, Elvira, Todd The Blaster and The Dweller as a minimum) you'll be able to do low-grade mods that REALLY help. Everything will be slightly better, new fit-outs that you couldn't quite get online before may become available, guns fire longer before cap runs out and your ship lasts a bit better....

By the time you're at that stage, you'll be forming your own ideas of what you want to improve next based on your successes and failures, which will steer your choice of who to unlock - also as some engineers are 'gateway' engineers, you'll probably have to unlock some out of the order you might have chosen.

Anyway, since we're talking Kraits, I'll share mine - although I built it for Anti-Xeno, and it would be fairly hopeless at anything else so I don't recommend you copy it! (The plasma accelerators are there to represent class 3 plasma chargers, i just don't see them in coriolis yet, so I put plasmas and tweaked power draw to match the chargers) https://s.orbis.zone/HYa5Xq7w
 
Here's my Krait.

Maybe not the most practical ship, but it's fun to use.

That looks interesting - what sort of things do you do in it? I've never built an all-frags ship before, that bit looks fun! But there are bits that puzzle me - Why that much cargo if no fuel scoop? doesn't look like a trader. I don't suppose you pirate in it because no shields and no hatchbreaker or interdictor? What do you do that makes it so hot you need possibly the frostiest-running power plant I've ever seen? The frags, dual chaff and utilities hint at ambush pvp, but that still doesn't explain the huge cargo where moar hull or MRPs could go....

I admit I don't 'get' this fit, but it does not look like a random assemblage either - I am intrigued!
 
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I have about 8 dedicated combat ships in my fleet and I still end up swapping gear depending on the situation, including what's on the Krait. A few things that is consistent for all my ships is the thermal resist bi-weaves + fast charge, as others have said. These are so great it feels like a cheat and I hesitate to endorse these simply because I don't want all of my PvP opponents to have them. You said you are PvE but want the ability to get away from gankers? I would be interested to hear more about what situations you expect to find gankers, but those situations call for MRP considerations. Even NPC's will snipe modules once shields go down so you need time to high wake.
 
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