Xmas Krait | thermal present 🔥🔥🔥

Morning Cmdrs and Merry Xmas.

I've recently bought a Krait Mk II, thinking it could be a good starting point for a combat career.
I must say I haven't engineered weapons and modules yet (only FSD, quite useless for this purpose).

I can't even start a battle that ship voice says "taking heat damage". Usually as I deploy hardpoints (and perhaps I am still accelerating towards the target).

I read in some threads that beam lasers might be one big part of the problem, is that correct?
I am confused and I'd like to understand what module I should engineer first in order to see some improvements. I was thinkg about:
1) Power distributor
2) Power plant
3) Beam laser (which one?)

Thanks everyone

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So far I set up the ship with:
  • 3 shields boost and one chaff
  • 6A shields
  • 7A power plant and distributor
  • Lots of hull and shield reinforcement (mostly A or B)

Hardpoints:
  • 2D beam lasers (x2)
  • 3C multicannons
 
Power plant, armored with thermal spread experimental should both give you more juice and remedy any heat problems.
But nowadays heat damage is quite low.
 
I love my Krait MKII for combat.
The message you're concerned about isn't you. It'll be the purple ball of PAs being fired at you.
Nothing to worry about if they're NPCs.
I use beams and multi cannons too.
I'm considering changing to Bi Weave Shields though as the Standard ones takes forever to charge which makes me grateful for my stronger hull reinforcements.
 
Morning Cmdrs and Merry Xmas.

I've recently bought a Krait Mk II, thinking it could be a good starting point for a combat career.
I must say I haven't engineered weapons and modules yet (only FSD, quite useless for this purpose).

I can't even start a battle that ship voice says "taking heat damage". Usually as I deploy hardpoints (and perhaps I am still accelerating towards the target).

I read in some threads that beam lasers might be one big part of the problem, is that correct?
I am confused and I'd like to understand what module I should engineer first in order to see some improvements. I was thinkg about:
1) Power distributor
2) Power plant
3) Beam laser (which one?)

Thanks everyone

-----
So far I set up the ship with:
  • 3 shields boost and one chaff
  • 6A shields
  • 7A power plant and distributor
  • Lots of hull and shield reinforcement (mostly A or B)

Hardpoints:
  • 2D beam lasers (x2)
  • 3C multicannons

Everything that uses power contributes to the heat your ship generates - thrusters, shield, shield boosters, sensors, weapons etc.

Your Power Plant defines the basic heat-efficiency of your ship.
Your Power Distrubutor controls how much power goes to other modules and controls how quickly heat is dissipated.
Your pips controls how much power goes to the 3 main systems - Systems (shield), Thrusters or weapons.

Sounds like you really need to watch a couple of beginner's guide video's on Youtube etc.

Basically, always fit an A-rated Power Plant to get the best possible heat-efficiency.
If you need a lot of power, take it to an engineer and get it overcharged but always apply the Thermal Spread experimental effect.

If you mod your lasers for Efficient, you shouldn't get any problems with overheating.
If you apply any other mod, such as Overcharged or Long Range, apply the Thermal Vent experimental effect to one of your lasers and it'll dissipate heat whenever you hit a target.

In the mean time, go to Coriolis.io and put together a build of your ship.
Save it and then post a link to it here (click the little linked chain icon at the top of the page) and people will give you advice for how to improve it.

By way of example, here's a link to one of my fighty Kraits: https://s.orbis.zone/bm9M

Merry Christmas. :)
 
Krait MK II is pretty good for Combat but Engineering will bring it to another level,unless you want to stick to boring Nav Beacons.Beams: Long Distance/Thermal Vent,Shield Bi Weave Thernal/fast charge,and some Engineered Shield Boosters. https://s.orbis.zone/bm9W This is what I use,if you don't wanna collect Mnaufactured Mats from destroyed ships just swap the cargo bay and the Limpet Controller with something else.
 
Thank you everybody cmdrs!

I love my Krait MKII for combat.
The message you're concerned about isn't you. It'll be the purple ball of PAs being fired at you.
Nothing to worry about if they're NPCs.
I use beams and multi cannons too.
I'm considering changing to Bi Weave Shields though as the Standard ones takes forever to charge which makes me grateful for my stronger hull reinforcements.

Thanks Fullo111, I opted for standard shields too (I forgot to mentioned I had bi weave).
However I am pretty sure it happens way before I engage a target (or before I got hit).

---

Your Power Plant defines the basic heat-efficiency of your ship.
Your Power Distrubutor controls how much power goes to other modules and controls how quickly heat is dissipated.
Your pips controls how much power goes to the 3 main systems - Systems (shield), Thrusters or weapons.

Basically, always fit an A-rated Power Plant to get the best possible heat-efficiency.
If you need a lot of power, take it to an engineer and get it overcharged but always apply the Thermal Spread experimental effect.

By way of example, here's a link to one of my fighty Kraits: https://s.orbis.zone/bm9M

Thanks!! I'll go for your setup :)
 
All good advice. I'd recommend a lot of attention to the power distributor to make sure it recharges the weapon capacitor quickly to keep things cool. With that, the thermal spread experimental on the power plant, and efficient beams, my four-beam Krait seldom gets warm - and if it does, it cools instantly.

That distributor on the Krait is an amazingly good one. Most love it for its boost, but it's great for cooling your lasers, too. Still I wouldn't recommend my build without engineering on the power distributor, power plant, and lasers.
 
Thanks!! I'll go for your setup :)

Heh, I wouldn't really recommend that.

I built that ship specifically for exploding Belugas at Tourist Beacons, so I can scav' the mat's.
It's superb for that but it's probably not the best example of a fighty ship.

I really only posted the link to give you an idea of how Coriolis works.

While I'm at it, though, it's worth pointing out that my Krait didn't, theoretically, need the 7A PP or 7A PDist.
In theory, I could have fitted smaller ones.
Thing was, after testing I realised that the bigger PP meant that the ship stayed cooler and the bigger PDist meant that the lasers cool down quicker.
That's a lesson worth learning; sometimes fitting a big PP & PDist can help with thermal issues.

Here's another one of my Krait builds: https://s.orbis.zone/bmdo

This one is a proper multirole ship, which is good for running missions, getting around and is fairly good at exploding NPCs too.
 
Heh, I wouldn't really recommend that.

I built that ship specifically for exploding Belugas at Tourist Beacons, so I can scav' the mat's.
It's superb for that but it's probably not the best example of a fighty ship.

I really only posted the link to give you an idea of how Coriolis works.

While I'm at it, though, it's worth pointing out that my Krait didn't, theoretically, need the 7A PP or 7A PDist.
In theory, I could have fitted smaller ones.
Thing was, after testing I realised that the bigger PP meant that the ship stayed cooler and the bigger PDist meant that the lasers cool down quicker.
That's a lesson worth learning; sometimes fitting a big PP & PDist can help with thermal issues.

Here's another one of my Krait builds: https://s.orbis.zone/bmdo
This one is a proper multirole ship, which is good for running missions, getting around and is fairly good at exploding NPCs too.

I read it quickly :D
I know Coriolis, I thought you were recommend that. As I wrote I did not engineered anything but FSD.
Agree about maximum grade for PP eand PD. I just mounted them in order to exclude them as a cause. I'll engineer them both.
All good advice. I'd recommend a lot of attention to the power distributor to make sure it recharges the weapon capacitor quickly to keep things cool. With that, the thermal spread experimental on the power plant, and efficient beams, my four-beam Krait seldom gets warm - and if it does, it cools instantly.

That distributor on the Krait is an amazingly good one. Most love it for its boost, but it's great for cooling your lasers, too. Still I wouldn't recommend my build without engineering on the power distributor, power plant, and lasers.

Thanks Retro! You confirm my "shopping list" :)
 
Morning Cmdrs and Merry Xmas.

I've recently bought a Krait Mk II, thinking it could be a good starting point for a combat career.
I must say I haven't engineered weapons and modules yet (only FSD, quite useless for this purpose).

I can't even start a battle that ship voice says "taking heat damage". Usually as I deploy hardpoints (and perhaps I am still accelerating towards the target).

I read in some threads that beam lasers might be one big part of the problem, is that correct?
I am confused and I'd like to understand what module I should engineer first in order to see some improvements. I was thinkg about:
1) Power distributor
2) Power plant
3) Beam laser (which one?)

Thanks everyone

-----
So far I set up the ship with:
  • 3 shields boost and one chaff
  • 6A shields
  • 7A power plant and distributor
  • Lots of hull and shield reinforcement (mostly A or B)

Hardpoints:
  • 2D beam lasers (x2)
  • 3C multicannons

Here is a good build for a Krait II and combat. I use it to take out pirates at mining sites and HiRes.

Combat Krait II

PA's and Focused Long Range Pulse Lasers. A good combo. The hull is concrete and the G5 6A shields are better than Bi-Weaves or Prismatics of the same class.
 
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Morning Cmdrs and Merry Xmas.

I've recently bought a Krait Mk II, thinking it could be a good starting point for a combat career.
I must say I haven't engineered weapons and modules yet (only FSD, quite useless for this purpose).

I can't even start a battle that ship voice says "taking heat damage". Usually as I deploy hardpoints (and perhaps I am still accelerating towards the target).

I read in some threads that beam lasers might be one big part of the problem, is that correct?
I am confused and I'd like to understand what module I should engineer first in order to see some improvements. I was thinkg about:
1) Power distributor
2) Power plant
3) Beam laser (which one?)

Thanks everyone

-----
So far I set up the ship with:
  • 3 shields boost and one chaff
  • 6A shields
  • 7A power plant and distributor
  • Lots of hull and shield reinforcement (mostly A or B)

Hardpoints:
  • 2D beam lasers (x2)
  • 3C multicannons
Once you have access to the appropriate engineer the "thermal vent" experimental effect on your beam lasers will help a LOT to lower ship's temperature.
 
OP, you sure you don't occasionally engage Silent Running?...
If not, beams can be pretty hot. 2 beams + 3 MCs is good combo, but not for unengineered ship. Stock distributor can't really support decent beam time on target. I'd advice to switch to pulses or bursts, if you have good trigger discipline, that is.

Also, regarding utility and optionals. If you swap for standard shield and shove 2 SCBs (you can have one on and turn off another for power capacity), plus shove 1 heatsink, even unengineered Krait will become vastly tankier. However, if you engineer it, it just gets pretty much impenetrable, at least for PVE.
 
I used this Krait MK-II in a fight with a well armed Dropship Pirate and all he could do was scratch the paint.

Then I went to a "Threat 5 Non-Human Signal Source" and in five minutes, my hull was 7% and my shields were gone.

Lucky to get out with my life and ship in one piece.

So, build for your combat engagement. You need a completely different build for Thagroids.
 
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I used this Krait MK-II in a fight with a well armed Dropship Pirate and all he could do was scratch the paint.

Then I went to a "Threat 5 Non-Human Signal Source" and in five minutes, my hull was 7% and my shields were gone.

Lucky to get out with my life and ship in one piece.

So, build for your combat engagement. You need a completely different build for Thagroids.

I had my first meeting with them 2 days ago. Got killed in milliseconds LOL.
Not for me now, still need to practise basics. 😆
 
OP, you sure you don't occasionally engage Silent Running?...
If not, beams can be pretty hot. 2 beams + 3 MCs is good combo, but not for unengineered ship. Stock distributor can't really support decent beam time on target. I'd advice to switch to pulses or bursts, if you have good trigger discipline, that is.

Also, regarding utility and optionals. If you swap for standard shield and shove 2 SCBs (you can have one on and turn off another for power capacity), plus shove 1 heatsink, even unengineered Krait will become vastly tankier. However, if you engineer it, it just gets pretty much impenetrable, at least for PVE.
Yes sure, given my actual control setup it is impossible to silent mode by accident...

I made some experiments: I need to pay more attention to WEP pips. I didn't before, I mean not like that. Still warming but better.

Moreover still need to improve aim before I switch to not gimballed weapons.

However, good news: as I post this I couldn't kill none. Today I killed 8 (ok ok helped by authority vessels!).

Krait wasn't built in a day, was it??😂
 
I used this Krait MK-II in a fight with a well armed Dropship Pirate and all he could do was scratch the paint.

Then I went to a "Threat 5 Non-Human Signal Source" and in five minutes, my hull was 7% and my shields were gone.

Lucky to get out with my life and ship in one piece.

So, build for your combat engagement. You need a completely different build for Thagroids.
Zero engineering in your build,terrible speed and boost,you'll be in trouble even in Low Res,about Thargoids why did you even think to get in a NHSS with that crap? Suicidal impulses?
 
Personally I've always thought the Krait is best as a hybrid hull tank, with fast re-gen shields.

Here's my build which is heavily engineered and capable of dominating NPC's and getting a start in PvP (just a start, this build won't do terribly well as a PvP ship)

It's got plenty of punch from the PA's and the efficient beams help to chip away at the shields without leaving your distro empty just when you line up the perfect volley with the PA's. In a HazRez/ CNB/ CZ this ship does well.

Just watch out for those pesky missiles, they cause havoc for your modules!

Edit: oh, and link the speedy KWS to your beams to maximise income, it's really worth it after the buff in combat cash
 
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