Engineers This is my Krait (help with engineering needed)

No Offenseat all meant...
I would switch out the Life Support & Sensors to D's & engineer them lightweight. This should get you more Jump range.
A rated everything else is Good. Dirty Drives on the Thrusters ( 520+m/s Boost). Overcharge on the PP w/stripped down spec eff. to help jump range. but others will argue for a diff specd effect ( with good reason ).
FSD JUMP RANGE w/spec eff Mass manager.
Here is what I would do: but it's just ME. My tastes are way different than yours. the FSD Booster is just to show you what a difference it can make.
https://beta.coriolis.edcd.io/outfit/krait_mkii?code=A2pptkFflidussf57l7l7l1b1b040404004fmi041O3258v62f.Iw18WQ%3D%3D.EwBhEZzadjVEA%3D%3D%3D.H4sIAAAAAAAAA42RPS9DcRTGn77q7dvtvdq6RCK4SEiEUSIxiU26MfYTiIGkgwSbWSQ1GAw%2BgsFgMPgQBoOYDAaDGKhznKepf2pp%2FIeTJ3l%2B53%2FeIEMAvjMWOqcWCrdJoHRUBIJtU%2BFNAYjfE4AmZM2RhxZy9x7gr36o1i9985NSd%2F6eBb%2FxpVqNOqo1%2BtFLCpg%2BGTYyJWOObJGMP1W7laoHNSMfzdG0LBNK02%2B%2BmX%2F9rKoZWXGpxxa8oqjmzwJgkmqKaoZqlkqz0vzF%2FdarfXL3pLrInjUnW%2B4n6wzzDfTG7dYfrcwBCwzq9ZEYSOb%2FTZZkw5Ftrv0q29tYQBVxtzGVlvvI84GkL%2BuOvODErBku7fegiYeyQRUpEuLE4DFCtjPO22ggmy5%2Fh%2Fk8W8BK8e6I%2BYq%2F7wfZJHjPOwIAAA%3D%3D.EweloBhBmSQUwIYHMA28QgIwV0A%3D&bn=My%20Krait%20v2

But I always forget to launch my fighter. and there is more money to be had with passengers than cargo.
That said I still havent finalized my Krait. May build another & have one for combat & one for mat gathering/missions.

Let us know what you decide. You may well change my mind as well. :)

Re Guardian stuff. The modules are great, but Grade 5 engineered modules are better. so if you dont have an engineer unlocked,
a Guardian module will get you Grade 3-4ish preformance until you get the Engineer unlocked. Either way the Guardian stuff is a grind, but so are the Engineers. So if you need the extra ooomph in FSD range or shield boost or hull/module reinforcement, you can get the blueprints & guardian mats far quicker than unlocking the engineers you need the most. Oh btw if you do the Guardian stuff, take a small ship ( DBX, or ASP I used both ) and mount a Point defense on top & land CLOSE to the structure. The PD will kill 90%+ of the missiles the sentinels fire at you, making it much easier to kill them & complete the puzzle.

o7 Sir! Good Luck & have Fun.
 
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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!
I've been using this build as my general BGS mission runner. It's good for the short range missions to haul or fetch up to 128 tonnes of whatever, especially to or from outposts. I like doing smuggling missions, which can be a challenge when the destination is a surface base.Elite assassination missions are lots of fun in this ship. It's also fun to do the salvage missions that spawn wings of NPCs.


I've mostly been using this ship lately because it provides some challenge that I think has been lacking from the game for a while.

I'm also hoping that some CMDR will take the bait and think I'm an easy target.
 
No Offenseat all meant...
I would switch out the Life Support & Sensors to D's & engineer them lightweight. This should get you more Jump range.
A rated everything elase is Good. Dirty Drives on the Thrusters ( 520+m/s Boost). Overcharge on the PP w/stripped down spec eff. to help jump range. but others will argue for a diff specd effect ( with good reason ).
FSD JUMP RANGE w/spec eff Mass manager.
Here is what I would do: but it's just ME. My tastes are way different than yours. the FSD Booster is just to show you what a difference it can make.
https://beta.coriolis.edcd.io/outfit/krait_mkii?code=A2pptkFflidussf57l7l7l1b1b040404004fmi041O3258v62f.Iw18WQ%3D%3D.EwBhEZzadjVEA%3D%3D%3D.H4sIAAAAAAAAA42RPS9DcRTGn77q7dvtvdq6RCK4SEiEUSIxiU26MfYTiIGkgwSbWSQ1GAw%2BgsFgMPgQBoOYDAaDGKhznKepf2pp%2FIeTJ3l%2B53%2FeIEMAvjMWOqcWCrdJoHRUBIJtU%2BFNAYjfE4AmZM2RhxZy9x7gr36o1i9985NSd%2F6eBb%2FxpVqNOqo1%2BtFLCpg%2BGTYyJWOObJGMP1W7laoHNSMfzdG0LBNK02%2B%2BmX%2F9rKoZWXGpxxa8oqjmzwJgkmqKaoZqlkqz0vzF%2FdarfXL3pLrInjUnW%2B4n6wzzDfTG7dYfrcwBCwzq9ZEYSOb%2FTZZkw5Ftrv0q29tYQBVxtzGVlvvI84GkL%2BuOvODErBku7fegiYeyQRUpEuLE4DFCtjPO22ggmy5%2Fh%2Fk8W8BK8e6I%2BYq%2F7wfZJHjPOwIAAA%3D%3D.EweloBhBmSQUwIYHMA28QgIwV0A%3D&bn=My%20Krait%20v2

But I always forget to launch my fighter. and there is more money to be had with passengers than cargo.
That said I still havent finalized my Krait. May build another & have one for combat & one for mat gathering/missions.

Let us know what you decide. You may well change my mind as well. :)

Re Guardian stuff. The modules are great, but Grade 5 engineered modules are better. so if you dont have an engineer unlocked,
a Guardian module will get you Grade 3-4ish preformance until you get the Engineer unlocked. Either way the Guardian stuff is a grind, but so are the Engineers. So if you need the extra ooomph in FSD range or shield boost or hull/module reinforcement, you can get the blueprints & guardian mats far quicker than unlocking the engineers you need the most. Oh btw if you do the Guardian stuff, take a small ship ( DBX, or ASP I used both ) and mount a Point defense on top & land CLOSE to the structure. The PD will kill 90%+ of the missiles the sentinels fire at you, making it much easier to kill them & complete the puzzle.

o7 Sir! Good Luck & have Fun.

Thanks for the help CMDR! I'll share my loadout once I find time to play the game again and do some engineering, but that can take a while since I am pretty busy currently...
 
This is a good multipurpose base to work from. https://s.orbis.zone/FnYZg8wm
If you're going more combat focused A rated long range sensors are nice, as is an armored FSD.
The Krait's c7 PP and PD are ample for almost any loadout.
You might even be able to get away with a c6 PP, but a larger armored PP will handle heat and damage much better.


Your link isn't working for me for some reason but here's my current combat-only loadout:
https://s.orbis.zone/pyGaxGpC

You could probably swap optional internals and weapons as it suits you and still have ample power.
As you can see the Krait handles mass and power demands well.
 
I have two. This one is for combat (pvp included):
image.png
And this one is for materials gathering (It can fight but I wouldn’t recommend it in pvp aside from running which is what it’s made to do):
image.png
 
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.

That sounds really fun!
 
I have two. This one is for combat (pvp included):And this one is for materials gathering (It can fight but I wouldn’t recommend it in pvp aside from running which is what it’s made to do):

How do you have the firegroups on Red Herring?

I'm buying a second one too.
Love this hull.
 
How do you have the firegroups on Red Herring?

I'm buying a second one too.
Love this hull.

Firegroups. Both have plasmas as secondary. For primary, I cycle between cannon and pacifier.
Btw as you can see, Leaf, my mat gathering Krait is not a pvp ship. It’s built to do it’s job in a number of ways but not for sticking out a fight against a player. I just got attacked at the CG by a player in a pvp fit Challenger (and sent him packing).
Edit: [video=youtube_share;iRRu-4yL4JU]https://youtu.be/iRRu-4yL4JU[/video]
 
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So long as you get 50% resistances or there abouts on armour/shields, you're good to go, everything else you add can just add hitpoints. Aim for those off the bat, then add for capacity, Thermal 5 reactive, the rest of hull being heavy duty, and Thermal 5 the shield, then two res' aug' boosters with the force block experimental, then you're free to use whatever on the other boosters/utitilies.
 
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?
 
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?

Little advice, you can switch the A grade sensors for D grade ones and add long range 3 for better range, and 14 tons less mass and a mj less power.
Also, with your power requirements you can downgrade to a 6A powerplant, saving more tons and money.
With the upcoming changes to USS I personally would add a c3 B collector limpet controller and lightweight it.

The final c3 slot is up to you and what you plan to do, I personally would feel a bit naked with that few hull and shields, but it depends on what you do...
Adding a hrp helps.

https://s.orbis.zone/14aq

edit
Oh, and I would skip the incendiary multicannon experimentals, they are not really worth it.
 
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