Krait MK2 weapon loadout

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Krait MK2 weapon loadout

Postby SnarkyJay » Mon Jun 10, 2019 9:13 am

Hey everyone! So I just picked up a Krait MK2 and I was looking for weapon load out suggestions. I'm new to the game (I've had it a few weeks), and I picked the Krait over the Python because I wanted to use this ship to get into PVE combat, and I wanted to mess around with the Fighter Hangar. I know both ships have the same hard points, so I would be interested to hear your Python load outs as well. I will say, I tend to stick to gimbal weapons because my aim is not great. I would also like to hear your fire group recommendations as I am really new to combat in this game. I've done some minor bounty missions in my Cobra, but I'm still rated Harmless, so that should give you an idea of how little fighting I have been doing. I'm having a blast trading and exploring, but adding some combat to my repertoire would open up a lot of mission options for me! Also, where do you recommend I get into some easier combat situations, so as not to get immediately blown out of the sky?

Thanks in advance!

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Re: Krait MK2 weapon loadout

Postby lafzy » Mon Jun 10, 2019 11:59 am

Hi SnarkyJay

I had the following weapons loadout on my Krait, which i would swap straight over to the Python when I wanted a change of ship:

Fire button A:
1x c3 beam (efficient mod)
2x c2 beams (overcharged mods)

Fire button B:
2x c3 Multicannons (overcharged mod on both)

It is quite a power hungry loadout, and you may need to engineer at least the power plant if nothing else. If you want to make it a bit less power hungry, maybe use the efficient mod on the c2 beams. I would use the beams to strip shields, then add the multicannons to the mix for hull shredding.

Regarding combat situations, I would start off at low (or even high) rez sites. Make sure you have report crimes on, as you will have support from system authority ships to help you take out the bigger ships. Might even be worth following the authority ships around at first and jumping in on their kills to get confidence up.

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Re: Krait MK2 weapon loadout

Postby Cmdr Kharma » Mon Jun 10, 2019 1:02 pm

My layout is.

Fire group 1

Primary - 1 x 3C Beam....Efficient.....Thermal shock
1 x 3C Beam....Efficient.....Flow control

Secondary - 1 x 3B Plasma....Overcharged.....Phasing sequence


Fire group 2

Primary - The 2 Beams

Secondary - 2 x 2F Multi-cannons....Oversized.....Rapid Fire.....

All weapons gimballed apart from plasma.....

Get in close....Hit them with Plasma once or twice....Then beams...Switch group...Then Multis......

Powered by 1 x 7A Power plant.....Overcharged.....Thermal spread
1 x 7A Power distributor....Charge enhanced......Stripped down
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Re: Krait MK2 weapon loadout

Postby SnarkyJay » Mon Jun 10, 2019 4:22 pm

Thanks for the answers so far! I noticed that both answers had beam weapons in common, so I'm definitely going to give them a shot. I'll also try the MC and the plasma as well. see how it goes! Thanks again!

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Re: Krait MK2 weapon loadout

Postby CMDR Dragonporn » Mon Jun 10, 2019 4:56 pm

For a new player there's a problem of no matter what weapons you will equip, damage against tougher enemies would be quite pathetic, or your distributor will be draining in a blink.

For unengineered Krait MKII I recommend 3 Large Multicannons and 2 Medium Beam Lasers, all Gimballed. With lasers you will be stripping Shield from NPCs, and with MCs ripping up their hulls. If you see that your distributor is drained too much with Beams, switch them for Burst Lasers, that's as low as you can get, because downgrading to Pulses will make your shield stripping tad slower, not worth to trade for sustain fire IMO. But make no mistake, Pulses are very good weapons, but they are more like universal main firepower rather than specialized as beams or MCs are.

Equipping Class 5 Fighter Hangar and buying Taipan Gelid F might be a good idea. Hire lowest rank pilot and try not to get yourself killed. The problem is with Fighters that until Master/Dangerous they aren't even good as a bait, thus paying for Expert isn't really worth it IMO. You'll have to be patient while levelling, but once he hits Dangerous or Elite, they get pretty deadly and tough.

You can use same loadout for Python, with advantage that, in my experience, it has better heat profile than Krait, thus it will be boiling up from Beam a lot less, while distributor is the same. You'll have to keep at least 3 PIPs for Beam fire. Learning to control power ditribution is vital, especially without engineering.

If you get your hands on G5 engineering, there's pretty much only good choice for Krait MKII (IMO) - again, 3 Large Multicannons, all Overcharged, 1 with Corrosive effect, other 2 Incendiary. And 2 Railguns with Long Range and Feedback Cascade. I can't stress enough how powerful this combo is, it destroys absolutely everything PvE can throw at you very quickly, and disable enemy ability to regen shields from Cells, which is almost like cheating. As a bonus, makes Rails quite cold. You can even take this ship in PvP and feel confident.

For engineered Python, I use 3 Large Beams, all Efficient, 2 Oversized, 1 with Thermal Vent. Your heat will never go over 50% as long as you stay on target. And 2 Seeker Missile Launchers with High Capacity and Oversized upgrades. It's strictly multi-purpose PvE build. Once you strip shields with Beams (while your G5 Distributor will barely notice any drain), target either Drives, Weapons or Power Plant modules, depending on target, and you'll make quick work of anything. It's rather fun build, but still quite effective. Of course nothing stops you to equip it same way as Krait II for max efficiency in combat.

Fire groups are very simple, Large weapons on first Fire Group, Medium weapon on second one, in any order you find fancy.
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Re: Krait MK2 weapon loadout

Postby SnarkyJay » Mon Jun 10, 2019 5:30 pm

Thank you for the comprehensive answer! I'll make the adjustments and then work toward getting access to the engineers I need. I appreciate you taking the time to write all that out! Thanks again!

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Re: Krait MK2 weapon loadout

Postby SnarkyJay » Mon Jun 10, 2019 8:10 pm

Thanks again to everyone that answered. I visited a RES for the first time today and was able to hold my own without too many issues. To be fair, it was a low risk zone, but I was able to get enough kills that I ranked up to Mostly Harmless. I still have a long way to go, but thanks to this thread, I at least know which direction I should go to make my Krait MK2 a capable craft.

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Re: Krait MK2 weapon loadout

Postby SockFiddler » Wed Jun 12, 2019 9:26 am

Combat isn't much about engineering or guns, in my experience. You can have all the engineering and all the guns you like, but if your ship moves like a fat dog running uphill, you're not going to last long. Equally, if you're in the slickest ship in the hangar but you don't know how to flip, track and follow, you're also going to get your arse handed to you.

My point is... get a combat-focused ship (not a multi-purpose) and learn to fly it. By which obvious instruction I mean learn to interdict and be interdicted, learn to turn flight assist off and on again, learn to flip on a dime and learn to die. Be bold. Be reckless. Be nimble. I can do more damage in my little vulture than many people (including CMDR Kharma in his wussy, over-engineered Asp X) in much bigger, less fighty ships.

Here's a clue: you definitely won't learn anything in a Python. Get in something light and nimble. Engineer the FSD and power dist. Start shooting everything you can. Big engineering can wait for later: it's not going to make you a better pilot.

And if you don't have one already, get a bounty scanner to improve the payouts. Especially during the early levels, that extra cash is invaluable.


Edit: Also... what no-one here has told you is that rail guns might pack a mighty punch... but you gotta know how to fly to use them. DO NOT start with rails - you'll just get pissed off with your inability to hit anything.
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Re: Krait MK2 weapon loadout

Postby raorn » Wed Jun 12, 2019 10:27 am

Well, Krait Mk II is light and nimble with PD capable of 4 or 5 boosts from single charge. Also Chieftain.
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Re: Krait MK2 weapon loadout

Postby SockFiddler » Wed Jun 12, 2019 10:37 am

Flying a light, nippy ship doesn't instantly teach you how to fly it, eh?
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