Krait MK2 weapon loadout

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pargyrak
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Re: Krait MK2 weapon loadout

Postby pargyrak » Mon Jun 24, 2019 2:47 pm

https://s.orbis.zone/3kbv

2 efficient beams (with 3 you freeze you ass off) 1 Overcharged and 2 Multis Overcharged (Corrosive+Autoloader) so you can takadaka-takadaka
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Re: Krait MK2 weapon loadout

Postby Sasquatch the great » Sun Feb 09, 2020 7:34 pm

I personally like to roll with two C3 multi cannons, One C3 seeker missle rack, and two gimballed C2 burst lasers.
I use the burst lasers and the multi cannons to kill the shields, this might sound silly, but the M cannons are surprisingly effective against shields.

After the shields go down, i chunk out the seeker missles along with the burst lasers, (For armor penetration) to deal the most hull damage
I usually fire a max 6 missles at one target if they have not died already, and finish them off with the multi cannons.

I also like to use the fixed beam taipan and the multi cannon condor for the ship launched fighters. (I just call them "mini-ships")

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Re: Krait MK2 weapon loadout

Postby dapprman » Mon Aug 03, 2020 11:15 pm

Re-awakening this thread.

I'm trying to set up a Krait 2 on a budget for while in Colonia. This is my present setup, which is a combination of a work in progress and keeping things cheapish
https://s.orbis.zone/8iK2
On Edsy
Note the beams are engineered to allow me to pin the blue print from Mel Brandon, I'm not looking to engineer anything else at present (except maybe the multi canons). Also the empty slot is a size 3, not a size 1. Oh and I can manually dock but I'm lazy so the computer stays :D

Thoughts for tweaks/changes/additions ?

PS a slightly used Hutton Orbital mug for anyone who can work out the source of the ship name (which is a combination of names) - it's partly relevant and probably only guessable to Brits between ~45 and 65.
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Re: Krait MK2 weapon loadout

Postby Imo » Fri Aug 21, 2020 9:34 pm

I suggest all gimballed multi cannons. If you are engineering too, fit 2 * 3C with rapid fire incendiary rounds, 1 * 3C with overcharged corrosive shells and 2 * 2F with overcharged thermal shock. :)

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Re: Krait MK2 weapon loadout

Postby tinnitus » Wed Aug 26, 2020 3:20 pm

Sold my Krait MK2 today I do not like those pontoons sticking out will miss her shields, fighter, firepower, jump-range she been sitting their collecting dust and storing mods. Doing must of my fighting in my Courier fixed MC or Beams or a mix lots of fun tough ship, fast and great in VR. Will build a Chieftain for a bit of res fun later this week, may as well use these engineer mats.
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Krait MK2 weapon loadout

Postby SCE2AUX » Wed Jan 06, 2021 2:37 am

I’m only just learning mine but I have 3 large overcharged multi’s and then 2 regular canons, also engineered but to what extent I can’t remember. Since it’s PVE I like to fart around with all types of stuff. The cannon’s look pretty cool from the cockpit. With this setup and my fighter bay I have an absolute blast doing multicrew in RES’. It is far from my main combat ship but it is just so versatile with all the room. The MkII is so awesome in VR.

It’s my engineering material farming, exploring, NPC killing machine. Does anyone else park over canyons and take their fighter for a stretch? Very underrated!

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Re: Krait MK2 weapon loadout

Postby uvelius » Tue Feb 16, 2021 5:52 pm

During the ongoing CZ CG, I patched a build together which I find quite interesting -- not the dakkadakka type, but one that makes use of the Krait's agility and speed:
Class 3 Hardpoints (3): All PAs, engineered (this might be required to make the build work),
Class 2 Hardpoints (2): All Rails, ideally Long Range engineered.

If you fire all your guns, you will overheat pretty quickly. But if you use the Rails for anything beyond, say, 1 km, and the PAs exclusively on Point Blank rage (which is the only way to score consistent hits anyway), then heat will not be an issue. You can tag flying wrecks from a distance, and paste those big ships from close up.
Throw in a Beam Taipan for good.
Only drawback is that you probably wouldn't have room for more than one shield cell, so keep your eyes on the scanner ...

Works like a charm. And looks cool. And might even stand a chance in PvP, if one wants to delve in those depth, somewhere else of course ...

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Re: Krait MK2 weapon loadout

Postby tinnitus » Wed Feb 17, 2021 9:41 pm

It's a good build I tried that build last year it does kill. I went back to my old 3C, 2 fixed lasers, 1 PA, and 2 gimballed MC on my engineered Krait mostly because I like those beams which does do well in PVP until the second or third ship jump in unfortunately this appears to be the norm.
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